Hi,
My levels are pure models levels in one hollow block, but I have some strange lighting problems.
I'm using the following action for dynamic lighting:
action light() {
set(my,LIGHT);
vec_set(my.blue,vector(integer(my.skill1),integer(my.skill2),integer(my.skill3)));
my.lightrange = integer(my.skill4);
if is(my,FLAG1) {
set(my,PASSABLE | INVISIBLE);
}
if is(my,FLAG2) {
set(my,CAST);
}
if is(my,FLAG3) {
set(my,SPOTLIGHT);
}
if is(my,FLAG4) {
while(1) {
my.lightrange = integer(my.skill4);
wait(random(20)*time_step);
my.lightrange = 0;
wait(1);
}
}
}
In my main.c I set the following values for lighting:
video_mode = 8;
video_depth = 32;
video_screen = 2;
//shadow_mode=IGNORE_SPRITES+IGNORE_PASSENTS+IGNORE_PASSABLE;
shadow_threshold = 50;
shadow_stencil = 3;
shadow_offset = 2.5;
shadow_range = 100;
floor_range = 1000;
tex_share = 1;
d3d_anisotropy = 0;
mip_flat = 1.5;
mip_shaded = 1.0;
detail_size = 4;
max_lights = 8;
sun_light = 10;
The problem is that depending on the camera's angle my models that are in light range are reacting on my lights or not.
The game is a point and click adventure and the camera is following the player from a static point by just changing the angle.
Can somebody help me please ???
Maybe any hints on how to use dynamic lighting in pure model levels the right way.
Best regards,
Pegamode.