thanks tex, The lightings thankfully been sorted since that last shot, the walls and doors are actually not textured yet, I think im going to re-do the floor as I used some linear photos we took and made them into a tileable, needs some more work. =]
Can you post an image with lighting only? I think you need more bounce fill coming from the left of the frame. I'd also move that tree so that it's not right where the linear shapes of the fence converge. It's chopping the composition up and creating some uncomfortable tangents.
cmon dude, shaderfx is nodebasex, just screw around with the nodes until a descent result comes out, everyone could do that you dont even have to understand linear algebra (if youre not using the custim code node) http://www.lumonix.biz/shaderfx.html download, install, just do it !
Another feature that has died is semi non-linear levels. In games like Doom, Quake, Descent, etc you didn't follow a single corridor from beginning to end (as you do in Half-Life), you explored an actual map that had multiple pathes to many goals.
hey cool,- will make a tim burton edition (my favourite of all batman versions) did you made the animations linear?- I assume that the engine requires that to interpolates correctly to the desired turn state. just started unwrapping the smart- will bake AO after that - and try to install the garage ;)
But yeah, they both interpolate across the polygons in a similar way... both give you these linear-looking gradients from vertex to vertex. So if you bake lighting info into vertex colors, then show just the vertex colors, it ends up looking just like Gouraud. Kinda cool.
Thanks, I'm currently working on the fixes now, but any tips on how to get more of non-linear motion? trying to find out what kind of mindset to keep when coming across that. Update: Taunt 1.2: Hopefully I fixed everything Adam wanted me to.
Is your packed map in linear colour (uncheck sRGB)? I doubt that would cause the issue here though. Try removing connections to roughness, AO etc... and plug in solid colours to debug, maybe create a new material in case the shader parameters got altered somehow.
Looking good slipsius and adamturnbull! very good feel in the arc and land/pull ups. My quick linear blockout so far, https://www.youtube.com/watch?v=pVU6YsQ8Dvk Legion does not do well in PT. Not sure how far I'll get through this weekend.
@shaderfx thanks for your assistance, i really appreciate. The gpu model is Gigabyte windforce R9 280 with up to date drivers. @kodde That does it! Checking the box convert to linear space on the texture map node does the trick, no more double gamma corretion! Thanks kodde!