vfig on 4/9/2021 at 20:08
you cant: object lighting is always calculated from a single point, so the entire object is equally bright or dark.
you can use Extra Light to adjust the lightness of an object, so that its lighting is is less dramatically wrong.
but generally you should just avoid placing objects and light sources in a way that the object is half in shadow and half not.
but if its really important to do keep this shadow, reskin the object and paint the shadow into its texture.
ZylonBane on 4/9/2021 at 20:17
With an object? No. The Dark Engine lights objects by checking line of sight from the center of the object to any local light sources. If there's a clear line of sight, the object is lit as if it's fully exposed to the light source. On top of that, the Dark Engine uses vertex lighting, so even if it did check line of sight for every individual polygon in a model (god help us), it would look like crap on that model because the actual painting surface is probably only two triangles. So you'd end up with something like the top-left wedge being lit and the bottom-right wedge being dark.
The only way to get that painting to light correctly is to remake it as terrain.
trefoilknot on 4/9/2021 at 21:39
I agree with ZB- terrain is the way to go. You could make the painting out of brushes pretty easily, I'd think. That'll give you the lighting you need without having to fake it.
Beltzer on 5/9/2021 at 06:36
Thanks for the answers. I try the brush way.