Water that I placed in an area is no longer displaying in game. It displays fine in the toolset, but when I run the module the water is not present. It is displaying fine in other areas. It used to display in this area in game, but at some point just stopped.
I've tried rebaking the area, but that hasn't worked. Is there anything I can do to fix this short of deleting and re-doing the entire area?
Water not displaying in area
Débuté par
Skjellifetti
, déc. 18 2010 02:23
#1
Posté 18 décembre 2010 - 02:23
#2
Posté 18 décembre 2010 - 02:32
Is it a tileset area? If so, make sure there is light shining on it. Water will not render properly in interior tileset areas without light shining on it. Also, make sure there is not too much light on it. I think that if there are more than 3 sources of light, it stops rendering properly.
#3
Posté 18 décembre 2010 - 03:59
You can use a light source, and set it to black, so it doesn't actually DO anything, but it will activate the water. That can be helpful if your interiors are not using directional light.
#4
Posté 18 décembre 2010 - 05:21
Black light huh? That sound to be interesting.
#5
Guest_Chaos Wielder_*
Posté 18 décembre 2010 - 05:32
Guest_Chaos Wielder_*
You can also use the black light for trees. So, you have no directional light in an area, but want trees. Throw down a black light and it gets rid of that weird red/orange color that comes over them.
#6
Posté 18 décembre 2010 - 06:23
Chaos Wielder wrote...
You can also use the black light for trees. So, you have no directional light in an area, but want trees. Throw down a black light and it gets rid of that weird red/orange color that comes over them.
Red orange color? I don’t recall ever having that problem. Have you checked your Appearance/Ground_Lights/Specular_color and/or Diffuse_color? …maybe? When you say "no directional light" do you mean turned off?
#7
Guest_Chaos Wielder_*
Posté 18 décembre 2010 - 07:02
Guest_Chaos Wielder_*
Yes, I mean turned off entirely.
#8
Posté 18 décembre 2010 - 07:45
Ah... this old problem... the fond memories it brings back....
#9
Posté 19 décembre 2010 - 12:35
Chaos Wielder wrote...
Yes, I mean turned off entirely.
Well... Don't turn it off! I’m just yanking your chain of course.
#10
Posté 19 décembre 2010 - 01:18
Chaos Wielder wrote...
You can also use the black light for trees. So, you have no directional light in an area, but want trees. Throw down a black light and it gets rid of that weird red/orange color that comes over them.
That, sir, is an excellent trick! It is going in my bag of tricks right now. Thank you.
#11
Posté 19 décembre 2010 - 02:18
"Is it a tileset area? If so, make sure there is light shining on it. Water will not render properly in interior tileset areas without light shining on it."
Yep - that's the solution. Using a "black" light is also a neat trick. Thanks.
Yep - that's the solution. Using a "black" light is also a neat trick. Thanks.
#12
Posté 19 décembre 2010 - 02:47
I'm told that setting area light to on, but 0, will achieve the same thing, which would be more elegant. Haven't tried it yet, however.
#13
Guest_Chaos Wielder_*
Posté 19 décembre 2010 - 05:46
Guest_Chaos Wielder_*
The reason you'd use a black light rather than setting area lighting to black is so you can interact with trees better. If area light is black then the trees will always be black. If you place black lights at low intensity, player light sources will override those and change the colors of the trees.





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