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Strange Lightning #118538
03/20/07 21:31
03/20/07 21:31
Joined: Jun 2006
Posts: 214
Germany, NRW
T
TheThinker Offline OP
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TheThinker  Offline OP
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T

Joined: Jun 2006
Posts: 214
Germany, NRW
Hi,
I creat a small level. A floor with a lot of doors The floor is absolute symetricly.
Here are some pictures:

In WED:

engine:


Why are the right doors dark? They have the same settings like the left doors. They are copied and pasted. They fit exactly into their door borders.
Can someone explain the strange behaviour.
ps.: It is a Block level, the doors are mdls
MfG
Patrick

Last edited by TheThinker; 03/20/07 21:32.
Re: Strange Lightning [Re: TheThinker] #118539
03/20/07 22:16
03/20/07 22:16
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline
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RedPhoenix  Offline
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Joined: Jan 2007
Posts: 651
Germany
It looks to me as if the door`s skin isn't the same on the other side of the model. May be that is the reason.

Other possibility: Check whether sun values are set for your level, and try to make sure that sun isn't activated.

Re: Strange Lightning [Re: RedPhoenix] #118540
03/20/07 22:23
03/20/07 22:23
Joined: Jun 2006
Posts: 214
Germany, NRW
T
TheThinker Offline OP
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TheThinker  Offline OP
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Joined: Jun 2006
Posts: 214
Germany, NRW
Thank you for your answer.
Sun is not activated. The first left door is not the same door as the other doors. But the other doors are the same with the same skin. It's the bath door with wrong skin tileing (?).
My level has a small ambient lighning.
Is it possible that the ambientlightning causes the problems?
MfG
Patrick

Last edited by TheThinker; 03/20/07 22:23.
Re: Strange Lightning [Re: TheThinker] #118541
03/21/07 14:41
03/21/07 14:41
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
I can't view the pictures from work, but is the lighting the same in each spot for the door? Specifically, where the origin of the door is. Lighting is calculated by the color below the origin. If it's inside a wall (just the origin) then it will become very dark...


xXxGuitar511
- Programmer
Re: Strange Lightning [Re: xXxGuitar511] #118542
03/21/07 14:54
03/21/07 14:54
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline
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RedPhoenix  Offline
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Joined: Jan 2007
Posts: 651
Germany
Wasn't there a possibility to deactivate this? (I remember it from a flight simulation tut). Because for great models it looks very strange...

But if this calculation is deactivated how will the light be calculated on the model?

-Ah I found the tut, it's floor range what I mean. Is this command still working?

Last edited by RedPhoenix; 03/21/07 14:56.
Re: Strange Lightning [Re: TheThinker] #118543
03/21/07 22:15
03/21/07 22:15
Joined: Jun 2006
Posts: 214
Germany, NRW
T
TheThinker Offline OP
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TheThinker  Offline OP
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Joined: Jun 2006
Posts: 214
Germany, NRW
Arrrgh, i've fixed the problem.
I have set up a script with sun_light = 0.
I was in fly through-mode before.
I hate the fly through mode, everything is calculated wrong and it starts in window-mode every time.
But thank you for your help, by the way, the origin was realy outside the doors.
MfG
Patrick

Re: Strange Lightning [Re: TheThinker] #118544
03/25/07 17:13
03/25/07 17:13
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Happy Birthday Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
then dont use the fly-through mode and instead a 18(yeah...18 ;P) line main script...

Code:
var video_screen=1;//fullscreen
function main
{
fps_max=75;
level_load("my_level.wmb");
wait(3);
while(1)
{
camera.pan -= mouse_force.x*5*time;
camera.tilt += mouse_force.y*5*time;
temp.x = (key_w-key_s+key_cuu-key_cud)*10*time;
temp.y = (key_a-key_d+key_cul-key_cur)*10*time;
temp.z = 0;
vec_rotate(temp,camera.pan);
vec_add(camera.x,temp);
wait(1);
}
}



(i could make the script also 5lined, but then u would have some problems to read...)

Last edited by Scorpion; 03/26/07 17:09.
Re: Strange Lightning [Re: Scorpion] #118545
03/26/07 03:31
03/26/07 03:31
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
*18 lines....


So hows the project comming along?


xXxGuitar511
- Programmer

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