Product Chat / Black Weapons under dynamic lights.

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LucaRules
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Posted: 29th Oct 2018 12:01
( I reported this bug also on gthub https://github.com/TheGameCreators/GameGuruRepo/issues/431 )
Hi guys,
I'm working to a game set inside of a building with a dark setting and based only on dynamic light. So using only the LUA's control I hided those elements earn fps. The problem is that whichever weapons, also the bought one in the Dlc of AI ERRANT, under a dynamic light result completlely black but before dx11 they worked.
I thought that the Monster update had resolve that bug but It didn't.
Attached a video to explane you the problem but I can't allow to raise the brightness of the level because I will ruin the atmosphere. There Will be the possibility ti Hide the brightness of the weapon without light up the rest because eith this problem it's impossibile made a game with weapon in the dark. Is the only one bug that Will not allow me to publish my project.
I use in setup pbroverride=0
Sorry for my english.

Video to show the problem: https://youtu.be/ntI6qvtayTM
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Pirate Myke
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Posted: 29th Oct 2018 16:58
Not sure what posting this here will accomplish, as it has been on Github and marked as a bug. These were marked as PBR assets in the store.

If there are no other PBR assets in your game, then why introduce them now.
Rename the textures in the DNSI format and see if that takes care of your issue.

You will need to adjust the gloss texture as your specular texture with some miner adjustment.

Also when is the last time that you recompiled the shaders in Game Guru?

forceloadtestgameshaders=1 In the setup.ini of the Game Guru root folder.
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Corno_1
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Posted: 29th Oct 2018 17:09 Edited at: 29th Oct 2018 17:15
The dlc from errantAI works with pbroverride=0, but I am not sure how good. I never use pbroverride=0, because a lot of issues with existing models come up.

My tip: Do not use it! Use pbroverride=1!
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LucaRules
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Posted: 30th Oct 2018 09:11
I've tried to use forceloadtestgameshaders=1, but as so much time ago it gives me many errors, making gameguru an infinity loading loop. Also I've tried pbroverride=1 but I don't obtain a good illumination as in pbroverride=0[img]null[/img]
Windows 10 64-bit, Intel Core i7-6700K, NVIDIA Geforce GTX 980TI Zotac AMP Extreme, 16 GB RAM

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DVader
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Posted: 6th Nov 2018 03:19 Edited at: 6th Nov 2018 03:24

I'd check your settings. From the video it looks like you have set a lot of them to 0 and quite rightly, GG has set lighting appropriately. Increase your ambient light settings and such a little.
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LucaRules
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Posted: 7th Nov 2018 21:59
Quote: "I'd check your settings. From the video it looks like you have set a lot of them to 0 and quite rightly, GG has set lighting appropriately. Increase your ambient light settings and such a little."


I have already tried but before that you can see the weapons I need to light up too much the level which lost the darkness atmosphere, It would take another cursor only to grow weapon lightness or it's impossibile to make a dark level.
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DVader
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Posted: 7th Nov 2018 23:46
You can make a level dark without changing all the settings to zero. Really you need to play with the options a little more. For example set your settings back to a reasonable level and reduce each from there. A night sky setting will sort the sky out even at brightest settings. Then you need to lower the ambient and surface levels. You do not need to alter any other settings just to make things dark (surface r,g,b)- it can help, but you certainly never want 0 for these, you need to balance them all.

You will always find some objects that do not look right At that point you will need to edit those individual items to look better by changing the textures. in the main though getting the light settings and such right are the main thing.
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LucaRules
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Posted: 8th Nov 2018 21:58
https://www.youtube.com/watch?v=9A2ucXVv-ok
I would like to apply this way also for the weapon like I show in this video. I've tried but it didn't work.
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DVader
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Posted: 9th Nov 2018 14:16 Edited at: 9th Nov 2018 14:39
The lighting looks ok in the video once you change the shader to entityfx (as far as lighting goes in GG). This makes sense as the apbr one is for PBR models. Remember, PBR basically should control the lighting effects to look real. If you play with the surface level afterwards it may well stop them working properly. I've even found using the apbr one makes the objects invisible!

I haven't much experience with PBR and tend to use DNS even now. Most assets are still DNS so it makes more sense to stick with it at the moment. The weapons you mention may well be PBR so might be the issue, but as I say I'm not really up on PBR at all. PBR is still WIP and as such may have some of these odd issues.

Edit - I understand your frustration btw. There's nothing worse than having weird issues you cannot easily resolve.
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LucaRules
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Posted: 9th Nov 2018 19:10
The weapons are the only PBR thing inside my game because I prefer too to use DNS texture but I have no idea how to convert the weapons from PBR to DNS.
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DVader
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Posted: 9th Nov 2018 21:35
I'm sure someone will be able to give you exact details, but as far as I know the diffuse and normal maps are the same, the specular and illumination map map may need to altered for DNS. I think it's basically reversing the colours, black becomes white or vice versa. Belidos posted a tutorial on here somewhere that explains all you need to know
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LucaRules
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Posted: 9th Nov 2018 22:02
Thanks you DVader I will try to search on the forum.
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Belidos
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Posted: 10th Nov 2018 10:30 Edited at: 10th Nov 2018 10:31
_Colour maps are the same as _D maps, _normal maps are the same as _N maps, and _illumination or _emmissive maps should work as _I maps.

Theoretically _metalness maps could be used as _S maps as they noth use white as shiny etc.

But procedural textures like metels etc. wont look like metel because they use plain colour in the texture and the metel is created by mixing the metelness and roughness (gloss in gg) textures to create a metalic effect.

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LucaRules
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Posted: 10th Nov 2018 13:13
Thanks you Belidos, I Hope will can fix the problem.
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