Product Chat / [SOLVED] Getting rid of glow

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TSH
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Posted: 7th Nov 2018 23:49

Hi!

I want to get rid of a glow on my entity.
In my screengrab there is no ambient.

What I tried out is:
Made a black rectangle (800*600 pixels) in paint.net.
Named it as: "wseina_illumination" ("wseina" is the name of my wall).
Saved it as a ".dds"-file to entitybank in folder: "Entity-Workshop".

Then I got my wall ("wseina") from "Entity Workshop" to the same folder.
I launch GameGuru and choose "New Flat Level". I [add new entity], go to
Entity-Workshop, get my object (actually named: "wseina_color") to the
map.

Then I "Test Game" and (as seen in picture) my surface of the wall
shines still.

So, wanting to remove this glow. Maybe someone can help me.

Thanks in advance!

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Pirate Myke
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Location: El Dorado, California
Posted: 8th Nov 2018 01:49
Rename or delete the illumination texture. reload the map file and test.

I am guessing that you are working with pbr textures.
The illumination file will enhance the brightness of any object that is not pure black. So you would paint your areas white that you would want to glow if any. Select what you just painted. Inverse the selection and delete the rest of the texture. save it as a .dds file with dxt1 compression.

dds sizes should be multiples of 2. 512 x 512, 786 x 786, 1024 x 512, and so on. 800 x 600 is an odd size for game graphics.

So your metalness map should be black, except for any metal pieces you make want to paint whiter in color.

your gloss map should be on the white side of the spectrum to indicate a rougher surface and spread the light specular out across the face.

the actual color map might be to bright also.

You make also need to turn down the bloom slider, as it will make things super bright also.

What is this texture going to be used for? A picture on a wall, stained glass window?

by looking at the shadow on the terrain, it appears there may be some transparency in your color map also.
So chec
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DVader
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Posted: 8th Nov 2018 03:53
I've noticed this on some objects I made many years ago, but I haven't tested to see why as yet. Pirate Myke's suggestions are good and may well be the cause. You might want to try the specular value as well, as this can affect things drastically. It's an overall setting and as such can work badly with some objects.

To test if any of the extra maps are having an effect, PBR or DNS, simply set the entity settings to lowest. You should see a distinct difference between lowest and highest. That way you can work out if it is a shader issue or something else.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
TSH
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Posted: 8th Nov 2018 22:05
Thanks for info!

You said (Pirate Myke) that a .dds-texture
should be a square. The actual picture (a babygirl) on
my wall is a .dds-file and not a square, but still appears on the wall.

I tried out a square and black _illumination-map as a
.dds-file and with dxt1 compression, but the results were same.

These illuminations were not present last spring.
I bought a new PC in July and when I continued with my
project this thing rose up. It´s due an upgrade of GG,
I think.

(To answer the question of Pirate Myke In this case I´m just
willing to have a black face of the wall (when no ambient), and
lightening up the wall with own light.

As a newcomer to forum of GG (or any) I´d like to know a thing.
There is an option: "Mark As answer". What that stands for?

I´m not home for some days so maybe I won´t answer a post
in this week.

I hope you have some comments!
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Pirate Myke
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Location: El Dorado, California
Posted: 8th Nov 2018 23:31
Can you email me the media at myke1net@hotmail.com

I will take a look at it.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

DVader
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Posted: 9th Nov 2018 13:44
This post has been marked by the post author as the answer.
Quote: "There is an option: "Mark As answer". What that stands for?"

Once you have the answer to your question you can mark it as solved.
Quote: "You said (Pirate Myke) that a .dds-texture
should be a square"

This is a technical issue. Most modern hardware has no issues with irregular image sizes, but some older hardware and most phones require a standard size or you will have issues. In GG it shouldn't be an issue, but it's good practise to keep things square, as it can help with speed. Square is not the best description, but it gets the point across. For example.
128x128 is correct
128x140 would be incorrect.
Keep your images to a power of 2 size at all times.
256x256
512x512
256x512 etc.
As I say this is far more important if developing for a phone than for modern PC's, but you will normally get better results if you keep to these sort of ratios.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
TSH
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Posted: 17th Nov 2018 16:02
The glow is gone. Thank you!
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