Original Message:   I'll try again! ;)
Hmm interesting... thanks for the info, that's just what I was looking for.

The only real difference between the outdoor and indoor level is that the outdoor uses a DirectX light to simulate the Sun. This adds a bit of shading to the terrain and buildings.

Looks like this light is causing problems on some setups. In hindsight I should have offered an option to disable it but I didn't think it would be a problem.

The reason the campfire outside looks ok is that it's set to be fullbright which means it ignores any lighting and always looks fully lit.

Hopefully this should get fixed when I convert all the sprites to be custom built quad meshes in the future. In the demo, the trees are quad meshes - and I've not had any reports of them looking strange (yet!).

Thanks very much for the info. I need to investigate a bit more but it looks like you've helped to clear this up.

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