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What sort of light settings are you using?   Also, the light color matters too and you could use smaller values and the light will have less radiance.  Like on the light you could use set_color(make_color_rgb(80, 80, 80)); 

When you dragged the image file into the clip window, did you drop it in the bottom right?  After that drag the same image file into the material window in the albedo slot.  That's the base color for your sprite or material and in the packer it is just there to preview things.  You can tick the Lit box to see a sort of preview using Eclipse and then play with values.  Once you have that figured out you can go to places like https://freepbr.com/ and just download materials that look like they would create what you need and just use the normal map.  It will of course be a textured look and not exact to the sprites pixels.  If you want that you can generate them as I think you already found the site, or there are other programs that generate much nicer normal maps.

Unfortunately this seems to be a lot of extra work at this point just to get my sprites to look normal under this lighting engine.

At this point I don't know if it's worth it to go forward with this lighting engine. It is way more complex than I thought it was going to be. My main goal was just to have lights at certain depths in an isometric environment but now I need to download materials, normals, etc. and I can't even get that to work.

Our game is going to consist of a lot of different sprites and if I have to generate different images for every single sprite I want to look normal under the lights then I'm not sure this is a good idea.

I don't know why but on the PBR Packer program, pressing "Save" sometimes doesn't do anything, nothing gets created on my file system.


Eclipse is a PBR lighting solution, so if the plan was just basic lighting then it would be hard to justify its use.

At the moment I am creating a layer and depth based lighting engine which does not use PBR materials and is specifically designed so that lights are created on layers or by depth just like normal instances.  I can surely give you a copy when it is a little further along.

I'd be happy to pay for it when it's released!