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No lightning on models
#112394
02/17/07 01:42
02/17/07 01:42
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Joined: Feb 2007
Posts: 25 São Paulo - Brasil
Vini
OP
Newbie
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OP
Newbie
Joined: Feb 2007
Posts: 25
São Paulo - Brasil
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Hi, this is my first post here! I have some problem with lightning on models... they don´t be affected by any lights I put on my level, model origin isn´t on the walls or something else, there´s no action assigned too... there´s a picture of a test level I made http://img114.imageshack.us/img114/6720/semsombraom6.jpganyone can help??? 
A6.60 Comercial
A7.07 Comercial
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Re: No lightning on models
[Re: xXxGuitar511]
#112396
02/17/07 18:43
02/17/07 18:43
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Joined: Feb 2007
Posts: 25 São Paulo - Brasil
Vini
OP
Newbie
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OP
Newbie
Joined: Feb 2007
Posts: 25
São Paulo - Brasil
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can you post an example? I make an action with the code, but I get an error "parameter unknown mtl_entity"
thanks in advice!!!!
A6.60 Comercial
A7.07 Comercial
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Re: No lightning on models
[Re: xXxGuitar511]
#112398
02/17/07 21:28
02/17/07 21:28
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Joined: Sep 2003
Posts: 929
Spirit

Moderator
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Moderator
Joined: Sep 2003
Posts: 929
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Well better forget this about the material, I dont see how it can help you when you assign the same material that model has anyway?  Static Lights that you place in WED can throw shadows on the textures of your level walls but not on model textures. Models are external files and get their texture in the model editor and this texture is not going to be changed by whatever is in your level, so they are only uniformly lit by your static lights. What you need for models is a Dynamic Light, that is another entity nearby with its lightrange parameter set to the range that the light should have, like 500 or so. action dynamiclight() { my.lightrange = 500; }
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Re: No lightning on models
[Re: Spirit]
#112399
02/18/07 05:29
02/18/07 05:29
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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@Spirit: Wrong dumbass... Sorry, didn't really mean to be an [censored], but that was just purely incorrect. Static lights create a lightmap/shadowmap (whatever you decide to call it) on level blocks, and then entities automatically do a trace downwards (limited by floor_range) to recieve the textures brightness, and then apply it to the model. Therefore, models are automatically lit by static (and dynamic) lights, unless you apply a shader, then it's only dynamic lights. Quote:
var floor_range
Controls the range within which the entities' light depends on the brightness and shadows of the floor area below (default 1000 quants). If the entities' height above the floor exceeds that range, the entity won't receive light, albedo and fog values from the floor texture. This way it can be prevented that aircraft models in a flight simulator suddenly change their brightness dependent on shadows on the ground.
also, mat_model is apparently set by default. However, I'd recommend that you create your own material.
xXxGuitar511 - Programmer
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Moderated by mk_1, Perro, rayp, Realspawn, Rei_Ayanami, rvL_eXile, Spirit, Superku, Tobias, TSG_Torsten, VeT
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