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Terrain Lighting #111313
02/07/07 18:32
02/07/07 18:32
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
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mbartman  Offline OP
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Oregon
I am working towards creating an rpg where the player will be outdoors quite often, both during the day and the night. I want the player to be able to use a torch at night to illuminate his path, but as it seems now this is not going to work.

Is it possible for lights placed within C-Script and WED to affect the terrain? If so, how would I go about accomplishing this?

Thanks,


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
Re: Terrain Lighting [Re: mbartman] #111314
02/07/07 19:19
02/07/07 19:19
Joined: Jan 2007
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Puppeteer Offline
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Wha would not work?
Using a dynamic light?


Formally known as Omega
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http://omegapuppeteer.mybrute.com
Re: Terrain Lighting [Re: Puppeteer] #111315
02/07/07 19:57
02/07/07 19:57
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
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mbartman  Offline OP
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Oregon
It doesn't seem to affect the terrain at all, it will affect all of the blocks and other level geometry, just not the HMP. Perhaps I am just experiencing a weird bug with my system? But it's the same on both of my computers.


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
Re: Terrain Lighting [Re: mbartman] #111316
02/07/07 20:18
02/07/07 20:18
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Puppeteer Offline
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Puppeteer  Offline
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Thats strange, i never tried it before, so i dont know anything about that...
Which version?
(for example A6.5 Pro )


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Terrain Lighting [Re: Puppeteer] #111317
02/07/07 20:29
02/07/07 20:29
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
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mbartman  Offline OP
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Oregon
A6.5 Commercial

It just seems odd to have everything but terrain with shadows and lighting.. Hopefully someone knows of a workaround..


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
Re: Terrain Lighting [Re: mbartman] #111318
02/07/07 23:59
02/07/07 23:59
Joined: Dec 2005
Posts: 414
Munich, Germany
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Robotronic Offline
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I have the same version of GS and here on my PC there is at least one solution.
Try the multitexture shader from the templates. It is sensitive to sun_light and dynamic lights. But basically dynamic lights should work on regular terrain too ...

Re: Terrain Lighting [Re: Robotronic] #111319
02/08/07 01:17
02/08/07 01:17
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
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mbartman  Offline OP
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Oregon
I forgot to mention that I am using an HMP generated by IceX2, and if I am not mistaken it uses the multitexturing shader. As it is right now, the terrain is affected by the sun and the ambient light.

I tried placing dynamic lights next to a wall that I have in the level, and I can see that the light is illuminating the wall but the terrain below it remains uninfluenced by it.

I suppose I'll try it on another PC as soon as I get the chance, but I'd really like to get it working on my development pc's. I'm not sure if this makes a difference, but my primary PC is using an ATI Radeon 9600 Pro. I know the card is older, but it should be more than adequate for this situation.

Thanks alot for your help guys,


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
Re: Terrain Lighting [Re: mbartman] #111320
02/08/07 12:48
02/08/07 12:48
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Puppeteer Offline
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@ Robotronic:
As i know the Gs has no shadowmpas on entitys, right?


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Terrain Lighting [Re: mbartman] #111321
02/08/07 19:57
02/08/07 19:57
Joined: Dec 2005
Posts: 414
Munich, Germany
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Robotronic Offline
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Okay IceX terrains work different. I´m not familiar with this tool, but I read several times here in the forum, that IceX terrains don´t show entity shadows for example and you have to use a special shader, that comes with this tool. But I´m not sure about this. Maybe someone, who knows this tool can give you some advice or correct me.
There was a thread about multitexturing some time ago, where I posted some pics, which show some of the outdoor lighting possibilities with the template shader.

link

I must say, I tried several shaders and this one was the only one that really reacted in a very simple way to dynamic changes of sun_light, -_angle and -_color. And in addition to that it´s sensitive to dynamic lights. My only problem was with mipmaps, but I solved this.

@derOmega:

You can bake static shadowmaps into the entity skin. Some modelling tools, such as Blender can do this. Most Multitexture shaders also support a static shadowmap. You can have dynamic stencil shadows on terrain- and modelentitys. If you don´t set the cast flag a model can also have a (stencil) shadow on itself. Models (but as a whole) are also affected by the precalculated shadowmap in a WDL-level ...

Re: Terrain Lighting [Re: Robotronic] #111322
02/09/07 08:55
02/09/07 08:55
Joined: Jan 2007
Posts: 63
Oregon
mbartman Offline OP
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mbartman  Offline OP
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Oregon
Thanks a lot for all of that info Robotronic.. I suppose I shall look for that shader and try to figure out how to implement it.

Perhaps someone with a lot of IceX experience could explain?

Thanks a lot,


Michael Bartman A6/A7 Commercial Edition Programmer By Nature
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