when i export my mesh and material and then view it in the exporter theres something strange happening
the texture is applyed correctly but its all white as if the brightness was way too high. Even stranger there is 1 face were the texture looks ok. This face keep changin depending on the rotation of the object as if it was some sort of highlight from the lighting...
as anyone ever see that ? how can you export so the colors dont get so brigth ?
weird material output event
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Dakurv
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- Kojack
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If you are using Octopus, the problem is that it ogre has one specular value, and Max has 2.
Octopus exports the first max value (specular colour, default to pure white) as the ogre specular value, without multiplying it by the second value (specular level, default 0).
That makes the material have extreme specular lighting, which makes faces white.
Octopus exports the first max value (specular colour, default to pure white) as the ogre specular value, without multiplying it by the second value (specular level, default 0).
That makes the material have extreme specular lighting, which makes faces white.
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nfz
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http://www.ogre3d.org/docs/manual/manual_17.html#SEC38
As Kojack suggests, its probably the shinniness value for specular component in the material script. Having a specular colour value of 1.0 1.0 1.0 and a shinniness value less than 1 causes the white flickering when viewing angle changes. Some exporters default to a shininess value of 0 and specular colour of white. They should default the spec colour to black (0, 0, 0).
As Kojack suggests, its probably the shinniness value for specular component in the material script. Having a specular colour value of 1.0 1.0 1.0 and a shinniness value less than 1 causes the white flickering when viewing angle changes. Some exporters default to a shininess value of 0 and specular colour of white. They should default the spec colour to black (0, 0, 0).
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Dakurv
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