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Static light #152399
09/07/07 10:40
09/07/07 10:40
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
User
Frits  Offline OP
User

Joined: Mar 2006
Posts: 724
the Netherlands
Please look at the picture;


Shot at 2007-09-06

A static light is directly above the box. How is it possible that I can see the light inside the box? It goes right through the upper wall of the box.
(The wall is 8 quants thick)


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Static light [Re: Frits] #152400
09/07/07 12:26
09/07/07 12:26
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Which version and which compiler setting?

Re: Static light [Re: jcl] #152401
09/07/07 12:38
09/07/07 12:38
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
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Frits  Offline OP
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Joined: Mar 2006
Posts: 724
the Netherlands
Version is Commercial 7.05
and compiler setting;



Edit: Now I try to do the same thing with a dynamic light, I attached the following code to a model lightbulp:
Code:

action lightbulp_act
{
my.cast=on;
vec_set(my.blue,vector(255,255,255));

while(1)
{
my.lightrange=50;
wait(1);
}
}



but, when I run the level, there is no light comming from the model at all!
In A6 I used the same code and that works, do I have to do it in a different way in A7?

Last edited by Frits; 09/07/07 13:46.

I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Static light [Re: Frits] #152402
09/07/07 13:43
09/07/07 13:43
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
You're compiling in A6 mode, so this has probably nothing to do with the new version.

Compile again with activated "Visibility" and "Light calculations" (sliders in right position). Also make sure that Mesh size is at 0 in Map properties, and no part of your object is passable.

Re: Static light [Re: jcl] #152403
09/07/07 14:02
09/07/07 14:02
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
User
Frits  Offline OP
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Joined: Mar 2006
Posts: 724
the Netherlands
Thanks jcl, I have compiled the level again with "Visibility" and "Light calculations" activated, but that does not help, see picture;


Shot at 2007-09-07

Mesh size is 0 and all parts are not passeble (it's just a hollow block).

I don't understand your remark "You're compiling in A6 mode". Is this standard in A7 or do I have to change something?


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Static light [Re: Frits] #152404
09/10/07 07:45
09/10/07 07:45
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
"A6 mode" means that you've compiling without meshes. This starts the old map compiler of A6, instead of the new compiler of A7.

However you could send your level to the support. They'll look into the problem, maybe it's some bug in the compiler.

Re: Static light [Re: jcl] #152405
09/10/07 14:26
09/10/07 14:26
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
User
Frits  Offline OP
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Joined: Mar 2006
Posts: 724
the Netherlands
Thanks jcl, I found a solution for this;

In Object Properties for the light: HiRes = checked.
If I use in the Map Compiler Create Meshes = checked, then I must set the Mesh Size = 0 in the Map Properties, else it looks like the picture in my first post again.

I also asked why there was no dynamic light comming from a model.
I solved that by switching to the gxl2dx8a.dll and back to the gxl2BasDx9a.dll.
After that there was light comming from the model, I have no idea why I had to do that.

Now I only have a problem with good looking shadows using a static light. The edges look like a stair.
Is there a solution for that?


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits

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