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A7 static light problems #145386
08/03/07 00:32
08/03/07 00:32
Joined: Oct 2005
Posts: 131
C
CBSection31 Offline OP
Member
CBSection31  Offline OP
Member
C

Joined: Oct 2005
Posts: 131
Hi everyone,

I've imported levels that I made in the latest version of A6 to A7. when I compile them and run through them, however, there are severe lighting problems on the walls. I am using block-based levels with BSP compilation (A7 Pro).

Take a look at the following two screenshots:

Screenshot 1
Screenshot 2

As you can see, there are shadows covering the walls. The edges of these shadows seem to come down vertically, then go across horizontally, with the lower end darkened. In addition to this, in the first screenshot, the wall appears to be sectioned off horizontally below the lights on the wall, even though the wall is made of one solid block.

The problem is, there are NO blocks creating these extreme shadows. All the walls in all the levels I have imported have these odd shadows on them. When I compile the levels in A6, the walls do not have these shadows, and I have not adjusted the lighting in any way whatsoever.

Does anyone have any idea what is producing these extreme shadows? No matter how I adjust the lighting or compilation options, they don't seem to go away.

By default, I had ambient light set to 15. When I change this to 0, the darkened areas in the above screenshots turn COMPLETELY back, as though light isn't getting onto those surfaces...which makes no sense, as those surfaces are the SAME blocks as surfaces that are getting lighting.

I'm completely stumped, so any and all help is appreciated.

Thanks in advance!

Re: A7 static light problems [Re: CBSection31] #145387
08/06/07 10:37
08/06/07 10:37
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Yes, the lightmap compiler is still a little experimental, and the last version had issues depending on the "lightmap scale" setting. Try a higher value for this setting. Otherwise you could copy the old lightmap compiler from A6 temporarily over to your A7 folder - it's wwmp2wmb.exe.

Re: A7 static light problems [Re: jcl] #145388
08/06/07 18:23
08/06/07 18:23
Joined: Oct 2005
Posts: 131
C
CBSection31 Offline OP
Member
CBSection31  Offline OP
Member
C

Joined: Oct 2005
Posts: 131
Thanks! I can definitely wait until the new version comes out. I just wanted to make sure that I would have to redo all the lighting in all my levels.

UPDATE: Increasing the lightmap scale setting to max didn't help...but using the A6 compiler fixed everything. If I use the A6 compiler, when I run the game it still uses the faster A7 engine, right?

Last edited by CBSection31; 08/06/07 18:29.
Re: A7 static light problems [Re: CBSection31] #145389
08/09/07 03:04
08/09/07 03:04
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline
Expert
Metal_Thrasher  Offline
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
I'd like to know this too


-Johnny Thrash
Re: A7 static light problems [Re: Metal_Thrasher] #145390
08/09/07 06:40
08/09/07 06:40
Joined: Oct 2005
Posts: 131
C
CBSection31 Offline OP
Member
CBSection31  Offline OP
Member
C

Joined: Oct 2005
Posts: 131
After testing, I believe it does run in A7. When you run the level, the startup screen appears to be the A7 startup, not the A6 startup. So unless the startup screen is seperate from the engine itself, it is running the A7 engine. Of course, I could be wrong.

Re: A7 static light problems [Re: CBSection31] #145391
08/09/07 06:58
08/09/07 06:58
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Which engine is run depends on which WED or SED you started. When you just double click on the script, the last-installed SED is started.


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