michael-fadely / sadx-dc-lighting

Sonic Adventure 1 palette lighting for SADX PC.
MIT License
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Reworked material fixes #76

Closed PiKeyAr closed 4 years ago

PiKeyAr commented 4 years ago

Summary of all changes with reasoning:

- Removed all white diffuse materials White diffuse is a side effect of the DC version's lighting setup and is probably caused by a bunch of fixed function pipeline issues. While I chose to replicate it in DC Conversion via your API, I think it shouldn't be forced in the Lantern Engine mod.

- Removed all calls to use_default_diffuse This function apparently never worked until recently, and I implemented alternative solutions (such as setting the material's color directly) elsewhere long before it was fixed. In addition, it is (or will be) superseded by the vertex color fix (see issue #71).

- Removed materials for the following models: Gamma's Jet Booster, Gamma's Laser Scope, E-101 Beta In the DC version these models have a different light type depending on when the model is rendered. For example Laser Scope and Jet Booster use the level/object light type on the character select screen, but ingame they usually have the character light type. I removed them because they were hardcoded to use the level/object light type, which was inaccurate to DC most of the time. I'll deal with them manually in DC Conversion, apart from that it doesn't matter outside the context of making it look exactly like DC .

- Removed deliberate setting/removal of "ignore specular" flags on the following models: Item capsule, lamp pole in Chaos 0 battle, Emblem field model These models' material flags don't match their DC counterparts, but there is no reason they should be forced to match in the Lantern Engine mod because SADX assets are set up that way.

- Removed deliberate setting of "ignore light" on the following models: Egg Walker cutscene model, mouths in characters' talking heads Same reason as above.

michael-fadely commented 4 years ago

👍