This engine does not support that. However if 2 adjacent faces share the same vertices (at the shared edge) it is rendered smother than when they don't share vertices. But the lightmaps will anyway reveal the edges. Maybe there is a way to bake them smooth with Blender. Didn't try that
Maybe the Gouraud shader should be written by you (or applied by you in Blender) and then come as part of the object itself? I don't think it is something that the engine generates it automatically.
There are some tutorials for Gouraud shading in Blender on YouTube but will the engine recognize them and render those shaders properly?
No, the engine wont recognize the shader. Im 100% sure of that. But yes, I know how to do them in Blender. Im just saying that when baking the lightmaps, edges will get accentuated even more. But IF I somehow can bake the lightmaps with smooth shading, this effect will decrease.
Too bad the engine can't recognize it. Then baking would indeed be the best solution.
But do you know why the engine can't recognize it? The engine has a limit for the number of shaders? Or the shader language version is too old? Or maybe can't recognize shaders at all?
Thank you for this creation. Hope to can play this map on any of the events.
In the next event (11th of December at 2pm est) this map will be played (at the end).
Can the engine handle Smooth Shading (Gouraud)? It could make the round buildings and pylons look smooth.
This engine does not support that. However if 2 adjacent faces share the same vertices (at the shared edge) it is rendered smother than when they don't share vertices. But the lightmaps will anyway reveal the edges. Maybe there is a way to bake them smooth with Blender. Didn't try that
Maybe the Gouraud shader should be written by you (or applied by you in Blender) and then come as part of the object itself? I don't think it is something that the engine generates it automatically.
There are some tutorials for Gouraud shading in Blender on YouTube but will the engine recognize them and render those shaders properly?
No, the engine wont recognize the shader. Im 100% sure of that. But yes, I know how to do them in Blender. Im just saying that when baking the lightmaps, edges will get accentuated even more. But IF I somehow can bake the lightmaps with smooth shading, this effect will decrease.
Too bad the engine can't recognize it. Then baking would indeed be the best solution.
But do you know why the engine can't recognize it? The engine has a limit for the number of shaders? Or the shader language version is too old? Or maybe can't recognize shaders at all?
Bf1942 has its own shading system. In which only a few options are available: Bfmods.com
Smooth shading is NOT one of the options :(
But again; if 2 adjacent faces share the same vertices they get shaded almost smooth