When I save the runtime of a room interior I’ve modeled, the graphics appear brighter, as if the gamma has been increased. At first I thought it was the effect of looking at the image without the light coloured surrounding window, but it doesn’t seem to be.
I lowered the values of the lights in my scene so that in Blender objects are only just visible with the game window filling Blender’s workspace. When I save the runtime and load the .exe everything is clearly visible - it doesn’t even look dark, just dim.
Is this a known issue with Blender that can be solved or does it sound like something to do with my computer and its crazy ways?
I’ve noticed this too; sometimes I’ll make a really dim light in Blender, and it looks dark in the 3d-view, but then in the game engine it appears very bright. It only seems to happen sometimes, though. Does anyone know where this is coming from? I will try to look at the Blender source later.
the blender player has appeared brighter for many many releases [even in 2.25], it is an annoying bug if you want something pitch black.
the differences between lamp brightness in the 3d view and in the game engine can probably be attributed to the change a few releases ago [2.35?] where specular is added after diffuse is multiplied with the texture. I don’t belive this change applies to blender’s 3d view, just the game engine.
If this occurs when the executable is in fullscreen mode and the resolution is different, it’s probably your monitor’s settings. It could also be the color depth setting of the executable.
Here is the (currently rather empty) room, first in Blender and secondly in the executable. It isn’t too apparent here, but what atmosphere the first image has is totally lost when the second fills the screen.
My objects appear totally black when they have black vertex colours and are not lit by the lights. Even if they have black vertex colours and the lights have an energy of zero they are visible when they are set to be illuminated by lights in the UV settings.
If this discrepancy is inherent to Blender, are there any workarounds that people are aware of?[/img]
Nice room, excellent atmosphere (in the first one).
Anyway, there are four things you can do:
Modify the source
Include a monitor calibration screen in the options menu, like Hellstation does
Design the graphics for the way it will look in the exe (i.e. testing the game in the exe itself).
Make two large negative hemi lights facing opposite directions in a seperate scene. Test the game with that layer turned off, and make the exe with the layer turned on. The lights will have to have an energy to match the “gamma” incorrectness.