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FPSC Classic Models and Media / Viral Outbreak Texture Help

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The Master D
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Joined: 20th Feb 2009
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Posted: 10th Jan 2013 00:45
Okay, so I put these entities into my game and they're awesome, but I have the ambient light turned down because it's obviously a horror game, and these characters look like they're radiating light and the textures are super bright. Can anyone help? I have a screenshot attached so you can better understand what I'm trying to convey

In Matrix, you bend spoon.
In Soviet Russia, spoon bends you.

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Burger
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Joined: 22nd Jun 2012
Location: New Zealand
Posted: 10th Jan 2013 01:08
Are you using a dynamic light? That might be affecting the brightness.

Here's a picture of a level with two decayed creatures.



As you can see one is near a light and lit up and the other is in the dark, and can only be seen because its a silhouette against the background light.

It would help if you provide some of your settings. I can't remember the exact issue that might cause bright characters. You are using shaders, right?

My ambience is set to 0, lightmapping is set to best for performance.

Another idea is to upgrade to a more recent version of FPSC (latest beta's very good).

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
The Master D
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Posted: 10th Jan 2013 01:25
I believe I have the latest version of FPSC. I'm using Full Shaders, Best for Quality, and No Reduction. I tried using dynamic lights but the character was still the same. My ambience is also set to 0. I was thinking maybe it has something to do with the character texture, but I'm not very well-versed in this topic, so I could easily be mistaken.

In Matrix, you bend spoon.
In Soviet Russia, spoon bends you.
The Master D
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Posted: 28th Mar 2013 00:15
Okay, so I revisited this issue and have determined that the shader always makes my characters show up as bright. I have no idea how to fix this, and any help would be awesome!

In Matrix, you bend spoon.
In Soviet Russia, spoon bends you.
SpaceWurm
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Posted: 28th Mar 2013 02:08
What gfx card do you have?

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The Master D
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Posted: 28th Mar 2013 02:16
I have an HD Radeon Ati 7850

In Matrix, you bend spoon.
In Soviet Russia, spoon bends you.
The Master D
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Posted: 3rd Apr 2013 03:55
I'm guessing this is what is causing the problem?

AMD FX-6300 Vishera 3.5GHz, Radeon HD 7850 2GB, 8 GB RAM, Win 7 Pro 64 Bit
Corno_1
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Posted: 3rd Apr 2013 19:09
Quote: "I have an HD Radeon Ati 7850"

I do not thinks so. Look in the effect field and add the bumpbone.fx. I had this problem sometimes too and this solves my problem


RelMayer
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Posted: 3rd Apr 2013 19:42
I can't remember the exact issue that might cause bright characters. You are using shaders, right?


Lightmapping disabled perhaps ? Sorry if I can't help but I don't really see what else...

Excuse my grammar errors, I'm French.
The Master D
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Posted: 3rd Apr 2013 23:38
@RelMayer Yes I'm using shaders, and my lightmapping is set to best for quality, so it wouldn't be those two.

@Corno_1 I tried using bumpbone.fx and the result was a really bad looking shader, it was mainly black boxes like shadows and such. That definitely wouldn't work.

Right now, I'm working on designing my game around this issue and making the player encounter these creatures when there is a decently powerful light in the room so that they won't notice the flaw.

AMD FX-6300 Vishera 3.5GHz, Radeon HD 7850 2GB, 8 GB RAM, Win 7 Pro 64 Bit
vortech
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Location: Finland
Posted: 4th Apr 2013 11:22
Adding monsters in a lit room doesn't really help with scareness aspect.
Have you tried testing with BOTH dynamic and static lightning?
In your scene, there doesn't seem to be any kind of lightning.

There really is no reason to NOT to do games.
The Master D
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Posted: 4th Apr 2013 17:31
@vortech Oh, I agree ten-fold, but what is worse: A bright character in a bright room? Or a bright character in a dark room?
And yes, I've tried it with both. I'll upload screenshots of dynamic and static lighting when I get home today so you can see what I mean.

AMD FX-6300 Vishera 3.5GHz, Radeon HD 7850 2GB, 8 GB RAM, Win 7 Pro 64 Bit

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