Oh my, oh my! All bow down to the all-knowing old sage and let his wisdom shine upon us!
He has been taken many screenshots, and certainly, something is terrible, terrrible wrong. The ignorants must be redeemed!
But what is that? A strange burlap texture? How can we
objectively assess the amount of detail?
Let us set up a test. We shall use the following texture, containing shades from the darkest black to the lightest light!
We will need two models as well, one with ambient and diffuse set to 1 1 1, and one set to 0.5 0.5 0.5
Left is 1 1 1, and right is 0.5 0.5 0.5
First, we shall test the hypothesis that 1 1 1 may actually cause loss of detail if diffuse lighting is very bright. We set up an area with rgb(255,255,255) diffuse and ambient, that should be enough!
This is how it looks:
Huh? They look perfectly the same? So there was no loss then?
But wait, that was both diffuse and ambient at 255 (totalling 510), and we all know there's only 256 shades of gray in 24-bit textures. Could it then be more appropriate to use something else - as in rgb(128,128,128)?
That yielded the following result:
Does it not appear that the texture to the left - the one using the "1 1 1" setting has the widest range of shades? Indeed, as we look at the histograms, this is how they compare:
But what does all that mean? To some extend, the use of the "1 1 1" setting is a design choice - and as the above indicates, it does not seem to entail any loss of detail.However, Bioware
could alternatively have chosen to make all the lighting settings of areas brighter (twice as bright had they gone for 0.5 0.5 0.5), but the point is that they didn't. What this all comes down to is
consistency - and for the most, Bioware went for (1 1 1) and all area lighting and everything else is tailored to that.a
And a second point. Will you drop the arrogancy? Too many good people have left the NWN community over the years over exactly that. I know what I'm doing - I've been modelling for NWN since release, long before there was anything called NWMax or whatever, so I'm well familiar with the technical workings of the model format versus the rendering engine. If you want to contribute to the constructive discussion, do so nicely and without boasting yourself, and perhaps we can all learn some.