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Graphics Texture Lighting Glitch - Again! (Recall The Texture Issue?) - Bounding Box Line?


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#1
Lance Botelle

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Hi All,

 

EDIT: I noticed that this "line" follows the "bounding box" line when I turn them on it the toolset.

I have not had this problem for a while, but it seems to be back!

Did anybody discover a sure fire way of preventing this texture issue?

Notice the difference in the texture just to the right of the PC in the screenshots below ... The problem remains regardless of the texture setting (which used to get rid of the issue):-


Cheers,
Lance.

GraphicGlitch1.jpg
GraphicGlitch2.jpg



#2
Psionic-Entity

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So that's not a shadow?

 

I've noticed problems that look kind of like that when I have too many lights illuminating the same chunk of terrain.



#3
4760

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I noticed that this "line" follows the "bounding box" line when I turn them on it the toolset.

Hi Lance,

I also noticed that it disappears if you move around or change the height/angle of view. Not really a texture problem for me, but rather a light/shadow issue. That being said, I haven't found any way to avoid it!



#4
Lance Botelle

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So that's not a shadow?
 
I've noticed problems that look kind of like that when I have too many lights illuminating the same chunk of terrain.


Hi Psionic-Entity,

That certainly could be the issue, as I have recently increased the number of lights in this area .... So, that said, is there a limit ... or work around when lights are used to prevent this from happening?

Many Thanks,
Lance.

#5
Lance Botelle

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Hi Lance,
I also noticed that it disappears if you move around or change the height/angle of view. Not really a texture problem for me, but rather a light/shadow issue. That being said, I haven't found any way to avoid it!


Hi Thierry,

Ah, so it is more of a light/shadow issue ... it's a shame there is no known fix then ... :(

Thanks for the feedback,
Lance.

#6
Psionic-Entity

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Hi Psionic-Entity,

That certainly could be the issue, as I have recently increased the number of lights in this area .... So, that said, is there a limit ... or work around when lights are used to prevent this from happening?

Many Thanks,
Lance.

 

Can't remember the limit but I always advise building so that you're one or two under it. That way PCs with lights don't mess up the area when they walk on it. This is especially true if you haven't removed the light property from items in your module, and extra true if you have water planes, which go dark and almost opaque when there are too many light objects shining on them.

 

You can limit the effect by reducing the range of large lights so that they don't hit many (or sometimes any) terrain segments. Aesthetic lights like on fires and torches work just fine if you limit the range. You can also raise lights up high enough so that they only interact with placeables and not the terrain. Finally, don't use so many lights if you don't have to. Here torches carried by NPCs seem to be the culprit.



#7
Lance Botelle

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Can't remember the limit but I always advise building so that you're one or two under it. That way PCs with lights don't mess up the area when they walk on it. This is especially true if you haven't removed the light property from items in your module, and extra true if you have water planes, which go dark and almost opaque when there are too many light objects shining on them.
 
You can limit the effect by reducing the range of large lights so that they don't hit many (or sometimes any) terrain segments. Aesthetic lights like on fires and torches work just fine if you limit the range. You can also raise lights up high enough so that they only interact with placeables and not the terrain. Finally, don't use so many lights if you don't have to. Here torches carried by NPCs seem to be the culprit.


Hi P-E,

I wonder if anybody else knows the limit who is reading this then?

As you say, it may well be the NPCs torches then, but there are not that many, which tends to suggest the maximum limit is not very high. :(

With the NPCs carrying torches, it's around 26 (plus any lights the PC may use) lights in total for the area. That's all!

Cheers,
Lance.

#8
kevL

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Lance,
do you recall a related thread that went through the grist not so long ago: Water Tint/Light Issue

... might be worth reviewing it.



#9
Lance Botelle

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Lance,
do you recall a related thread that went through the grist not so long ago: Water Tint/Light Issue

... might be worth reviewing it.


Hi KevL,

Thanks for pointing me to this thread. I will check it out.

 

EDIT: I just read that the maximum was about 4 lights per tile. That seems awfully low, considering the idea of carried torches. :(

 

It looks like a slight redesign of my idea is required.

Lance.



#10
4760

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I don't remember where I read it, or if it's even true, but what about shortening the radius of the placed lights, or move them slight higher, so the light they emit doesn't actually reflect on the floor?



#11
kamal_

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Iirc the limit is 6 lights per tile. The area lighting counts as one of these. When you add the light the player generally has, you are left with four.

<Picard> There are four lights! </Picard>

#12
Lance Botelle

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I don't remember where I read it, or if it's even true, but what about shortening the radius of the placed lights, or move them slight higher, so the light they emit doesn't actually reflect on the floor?


In this particular case, I believe my problem (I think) is more to do with the number of torches carried by NPCs in the area. So, unless there is any way to "reduce" the radius of the light that torches give off, then I am going to have to try to detect if an NPC can equip a torch or not ... subject to other nearby light source in their immediate vicinity. :(
 
 

Iirc the limit is 6 lights per tile. The area lighting counts as one of these. When you add the light the player generally has, you are left with four. <Picard> There are four lights! </Picard>


Only four! Great ST episode by the way.

Cheers All,
Lance.

#13
Guest_Iveforgotmypassword_*

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You could check how far a torch shines and make it less then put an overriding blueprint in your campaign folder so any held torches don't hit too many lit areas.

#14
Dann-J

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Instead of giving the torches the standard light emitting effect, you could try using a projected texture effect instead. Several placeable effects use a similar trick (cave light beams, for instance). If you make sure the projected texture effect isn't "ground only", then any model that enters the effect will be highlighted as if it was lit up, as will the ground beneath their feet.

 

See an example here from Misery Stone. For a flaming torch you'd probably want a less bright and more orange texture.


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#15
Lance Botelle

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You could check how far a torch shines and make it less then put an overriding blueprint in your campaign folder so any held torches don't hit too many lit areas.


Hi IFMP,

Yes, I am looking into doing something similar for NPC torches only, by making an "NPC torch". However, I have also got around the problem by removing the number of lights being active. (See this thread ... http://forum.bioware.../#entry16688436) However, I may still add some of these types of torches, as the overall effect looks good. i.e. Carrying torches, even if they do not give off any real light.
 

Instead of giving the torches the standard light emitting effect, you could try using a projected texture effect instead. Several placeable effects use a similar trick (cave light beams, for instance). If you make sure the projected texture effect isn't "ground only", then any model that enters the effect will be highlighted as if it was lit up, as will the ground beneath their feet.
 
See an example here from Misery Stone. For a flaming torch you'd probably want a less bright and more orange texture.


Hi DannJ,

That sounds like the kind of information I need to make my "NPC torch". Great! I will look into that and try to make a version I need.

Many thanks all!

Lance.

EDIT: I notice a torch light range is 20. So I will try lowering that (or even removing completely) for a special NPC torch that is for effect only.

#16
Mer1

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From what I remember the limit for total number of light sources that an object can be lit by was either 9 or 10 per terrain tile or creature or placeable and 6 for water.

 

Just a curiosity but there are light sources that are pretty much "free". Meaning if you have 1 point light and add another for a total of 2 light sources affecting an object you incur no performance hit as long as it doesn't cast shadows. Such were lights number 2, 4, 6, 8... iirc. At least that was the case when I checked it out years ago.



#17
Lance Botelle

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From what I remember the limit for total number of light sources that an object can be lit by was either 9 or 10 per terrain tile or creature or placeable and 6 for water.
 
Just a curiosity but there are light sources that are pretty much "free". Meaning if you have 1 point light and add another for a total of 2 light sources affecting an object you incur no performance hit as long as it doesn't cast shadows. Such were lights number 2, 4, 6, 8... iirc. At least that was the case when I checked it out years ago.


Hi Mer1,

Some are "free" ... sounds interesting.

Although, I did try turning all shadows "off" (in game options) during testing, and the problem remained. So, unless it has to be turned off at "source" to make the difference. Anyway, the good news was that I managed to get rid of the problem by the methods above. :)

Cheers,
Lance.