How can I prevent this: http://img52.imagesh...32/lightbug.gif
I also noticed during playtest that my character turned up as completely black (as if no light was hitting the character).
Light bug? Black character?
Débuté par
Guest_dewkl_*
, mars 04 2010 12:59
#1
Guest_dewkl_*
Posté 04 mars 2010 - 12:59
Guest_dewkl_*
#2
Posté 04 mars 2010 - 09:21
I would hazard :
- either these chunks are in different rooms and you need to generate the visibility graph (check room properties and the wiki)
- or the middle chunk is not at the same height than the others.
- or lightmpa bug.
- either these chunks are in different rooms and you need to generate the visibility graph (check room properties and the wiki)
- or the middle chunk is not at the same height than the others.
- or lightmpa bug.
#3
Posté 04 mars 2010 - 02:48
You get those lighting creases most likely because you have too many static lights affecting the models. There's a limit of about 3 static lights at once, any more and some will selectively stop working.
And your characters are black because -) baked lights do not affect characters, and -) static lights only affect characters if you turn the "affect characters" to true.
Ciao, muh!
And your characters are black because -) baked lights do not affect characters, and -) static lights only affect characters if you turn the "affect characters" to true.
Ciao, muh!
#4
Posté 04 mars 2010 - 07:15
You need to place a light prob in every room on your level i had the same problem.
#5
Guest_dewkl_*
Posté 04 mars 2010 - 10:23
Guest_dewkl_*
I added a light probe and reduced the static light to 1, but I'm still getting that effect. There's only 1 room and they're the same height, unless there's some microscopic difference i can't see (both were snapped to surface). I also noticed my character is still black despite having set one static light to affect character.
Log says:
I: 23:21:35 - Successfully submitted lightmap job.
I: 23:21:35 - Submiting jobs to lightmapper took 218 seconds.
I: 23:21:35 - no FESL allocator defined
I: 23:21:35 - Lightmapper script completed successfully.
I: 23:20:42 - Processing shadow map job C:\\\\Users\\\\FDS1\\\\AppData\\\\Local\\\\Temp\\\\DALightmap\\\\testlev\\\\21F7A42B-3E6B-4E88-9812-014ED0548C51\\\\job_sm0.xml ...
I: 23:18:55 - Processing ambient occlusion job C:\\\\Users\\\\FDS1~1\\\\AppData\\\\Local\\\\Temp\\\\DALightmap\\\\testlev\\\\21F7A42B-3E6B-4E88-9812-014ED0548C51\\\\job_ao0.xml ...
I: 23:17:59 - Processing lightmap job C:\\\\Users\\\\FDS1~1\\\\AppData\\\\Local\\\\Temp\\\\DALightmap\\\\testlev\\\\21F7A42B-3E6B-4E88-9812-014ED0548C51\\\\job_lm0.xml ...
I: 23:17:59 - Running lightmapper script.
I: 23:17:57 - EclipseRay v1.2
Lights currently are:
Point Static LC (affect character/level)
Point Baked L (false/true)
Ambient Baked L (false/true)
Log says:
I: 23:21:35 - Successfully submitted lightmap job.
I: 23:21:35 - Submiting jobs to lightmapper took 218 seconds.
I: 23:21:35 - no FESL allocator defined
I: 23:21:35 - Lightmapper script completed successfully.
I: 23:20:42 - Processing shadow map job C:\\\\Users\\\\FDS1\\\\AppData\\\\Local\\\\Temp\\\\DALightmap\\\\testlev\\\\21F7A42B-3E6B-4E88-9812-014ED0548C51\\\\job_sm0.xml ...
I: 23:18:55 - Processing ambient occlusion job C:\\\\Users\\\\FDS1~1\\\\AppData\\\\Local\\\\Temp\\\\DALightmap\\\\testlev\\\\21F7A42B-3E6B-4E88-9812-014ED0548C51\\\\job_ao0.xml ...
I: 23:17:59 - Processing lightmap job C:\\\\Users\\\\FDS1~1\\\\AppData\\\\Local\\\\Temp\\\\DALightmap\\\\testlev\\\\21F7A42B-3E6B-4E88-9812-014ED0548C51\\\\job_lm0.xml ...
I: 23:17:59 - Running lightmapper script.
I: 23:17:57 - EclipseRay v1.2
Lights currently are:
Point Static LC (affect character/level)
Point Baked L (false/true)
Ambient Baked L (false/true)
Modifié par dewkl, 04 mars 2010 - 10:25 .
#6
Posté 05 mars 2010 - 02:27
I think you can only have ONE static light in a chunk/on a model, at a time. If you notice, the light on each tile is centered only on the strongest static light nearest it. If you delete 2 of those lights, and just make one larger one, it should look correct.
You'll also fix the problem by increasing just one of those to an absurd brightness level. That essentially brute-forces the other lights into submission, letting the stronger light take over.
You'll also fix the problem by increasing just one of those to an absurd brightness level. That essentially brute-forces the other lights into submission, letting the stronger light take over.
Modifié par Bibdy, 05 mars 2010 - 02:27 .
#7
Guest_dewkl_*
Posté 05 mars 2010 - 03:14
Guest_dewkl_*
I had only one static light at the last test. I tried increasing the value to +30 but it didn't solve it.
It might just be a bug. I think I changed the lightmapper script between two of the compiles. I'm going to make a new room and see if it's anything different. Is the light data stored somewhere? In that case, maybe I should delete it and try to compile again. Edit: I just did and it didn't work.
If I should only have one static light, I'm guessing i should mostly be using baked lights? Why can't i see the effect of baked lights in the editor, in fact I don't think I can see them working ingame either?
It might just be a bug. I think I changed the lightmapper script between two of the compiles. I'm going to make a new room and see if it's anything different. Is the light data stored somewhere? In that case, maybe I should delete it and try to compile again. Edit: I just did and it didn't work.
If I should only have one static light, I'm guessing i should mostly be using baked lights? Why can't i see the effect of baked lights in the editor, in fact I don't think I can see them working ingame either?
Modifié par dewkl, 05 mars 2010 - 03:31 .
#8
Posté 05 mars 2010 - 03:18
Oh, are you clicking the 'display Lightmap' option at the top-middle and rendering lightmaps? You have to cycle that off/on to see changes if you re-render.
#9
Guest_dewkl_*
Posté 05 mars 2010 - 03:44
Guest_dewkl_*
It seems they're working, but appeared much weaker than the static lighting which is why I didn't notice anything (nothing I couldn't compensate by increasing the intensity, however).Bibdy wrote...
Oh, are you clicking the 'display Lightmap' option at the top-middle and rendering lightmaps? You have to cycle that off/on to see changes if you re-render.
I just noticed that the baked lights did not make that bug effect, so maybe I should just stick to baked lights completely and keep the static for character light only? (not affect level / affect character)
Thanks for all the help, by the way.
#10
Posté 05 mars 2010 - 04:01
Baked lights have a far lower "dynamic range" than static lights. They get prerendered into a LDR lightmap, and as such they can't ever be "overbright", like static lights can be.
The level and area editor windows are considerably darker for me than the in game graphics, so I usually throw a da_hsvmatrix buffer effect in the level (which you shoul do anyway if you want to match the default look of the game), and turn the brightness to 2 for preview purposes.
Ciao, muh!
The level and area editor windows are considerably darker for me than the in game graphics, so I usually throw a da_hsvmatrix buffer effect in the level (which you shoul do anyway if you want to match the default look of the game), and turn the brightness to 2 for preview purposes.
Ciao, muh!
#11
Posté 05 mars 2010 - 05:38
You also need to render light probes if you already haven't the button is next to render lightmap.
#12
Guest_dewkl_*
Posté 05 mars 2010 - 02:24
Guest_dewkl_*
Did that when you first told me lewis
Modifié par dewkl, 09 mars 2010 - 05:10 .
#13
Guest_dewkl_*
Posté 09 mars 2010 - 05:12
Guest_dewkl_*
This bug tends to appear sometimes when I enable lightmaps: http://img692.images...692/23/bugv.gif
What's causing this?
What's causing this?
Modifié par dewkl, 09 mars 2010 - 05:13 .
#14
Posté 09 mars 2010 - 05:22
Ya I have that happen every now and then also. not sure what causes it but when i export it and go to the game it looks right.
#15
Guest_dewkl_*
Posté 09 mars 2010 - 05:23
Guest_dewkl_*
Nothing I can do about it editor-wise? Sort of difficult to predict how the lighting is going to be.
This doesn't happen with static lights by the way. (?)
Edit: it shows in area editor so that's a halfway solution
This doesn't happen with static lights by the way. (?)
Edit: it shows in area editor so that's a halfway solution
Modifié par dewkl, 09 mars 2010 - 05:58 .
#16
Posté 09 mars 2010 - 05:57
Use an ambient and static. When you export or post to local cant remember which right now it will say found more than one ambient and it ignores the rest so static is what you need but I still put both in every room.





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