This is what I have so far. It's realllyyy inaccurate. Does anyone know the right way to do this?
[code]
local computelight = render.ComputeLighting( tr.HitPos, tr.HitNormal )
local dynamiclight = render.ComputeDynamicLighting( tr.HitPos, tr.HitNormal )
local ambient = render.GetAmbientLightColor()
local color1 = ( computelight[1] + ambient[1] ) / 2
local color2 = ( computelight[2] + ambient[2] ) / 2
local color3 = ( computelight[3] + ambient[3] ) / 2
tbl.col = Color( color1 * 255, color2 * 255, color3 * 255 )
table.insert(FootSteps, tbl)
[/code]
What do you mean by calculating lighting? Why are you using 3D2D for it?
Well, this is what I use to calculate the RGB values I use for lighting. I just want to find a way to make the correct RGB values calculated. I render it with Cam3D.
[code]
render.SetMaterial( footstep.foot )
render.DrawQuadEasy( footstep.pos + footstep.normal * 0.5, footstep.normal, 10, 20, footstep.col, footstep.angle )[/code]
Is there a better function for it? The lighting doesn't seem to be accurate.
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