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Re: Missing dynamic light on model [Re: EvilSOB] #233909
10/31/08 04:56
10/31/08 04:56
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
Member
JakeL  Offline OP
Member
J

Joined: Aug 2005
Posts: 119
Madison, WI
Wow!

Setting the POLYGON flag and resetting the collision hull with c_setminmax worked! I am pretty surprised.

Your help is greatly appreciated. Now, do you want to tell me why that worked? Sounds wonky to me.

Again, thanks for your help.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Missing dynamic light on model [Re: JakeL] #233911
10/31/08 05:31
10/31/08 05:31
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
I'll explain as best I can, cause its largely educated guesswork, you may not need the
POLYGON for the lighting fix, its all the c_setminmax I think, but to make it the same as my experience,
I got you to put it in, you'll probably needed later anyway.

I had a similar problem myself with a terrain-model a while back.
The lighting stopped working a certain distance from the middle, the same distance in all directions.

So to test it, I had my 'player' model walking over the terrain, toward the dark, himself well lit the whole way,
but when he got there, he fell through the ground !!
Damn, the engine is using the HULL collision system, and unless you use c_setminmax, the
auto-generated default hull is too small for a terrain and doesnt reach the edges.
Suddenly, my lighting was fixed too!

I 'guess' the collision hull, or a phantom copy of it, is used by the lighting engine to calculate the
lighting/shadowing caused by dynamic lights.
So anything outside the 'lighting' hull doesnt get lit properly by dynamic lights, so by setting POLYGON ON or
at least c_setminmax, the 'lighting' hull gets adjusted to the "true" size of the model, and so the lighting now works correctly.

As an educated guess, anyways...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Missing dynamic light on model [Re: EvilSOB] #233912
10/31/08 05:53
10/31/08 05:53
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
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JakeL  Offline OP
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J

Joined: Aug 2005
Posts: 119
Madison, WI
Sounds logical. Funny thing is that I would have added that code eventually, and it would have fixed it self. Gah! I spent hours trying to figure it out! It was giving me a headache. Good thing you were on the forum to save me more time. Adjusting the collision hull for lighting seems strange.

If this is the case there should be something about it in the manual. I looked long and hard and didn't find anything unless it is hidden well. Just a little blurb or something about lighting larger models, or a short explanation of how the collision hull relates to lighting.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Missing dynamic light on model [Re: JakeL] #233913
10/31/08 05:56
10/31/08 05:56
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Who knows, Ive never seen in mentioned anywhere, it may even be a bug...

Suggestions from anyone else?


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Missing dynamic light on model [Re: EvilSOB] #234193
11/01/08 14:18
11/01/08 14:18
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
There is limit of max 8 dynamic lights per entity. So if your wall is to big and is lit by more than 8 lights only 8 get displayed. You can solve that by cutting your wall into smaller pieces.


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Re: Missing dynamic light on model [Re: ChrisB] #234201
11/01/08 15:28
11/01/08 15:28
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
Member
JakeL  Offline OP
Member
J

Joined: Aug 2005
Posts: 119
Madison, WI
Sorry CrissB. That wasn't the problem. Take a second to read through the post. I am well aware of the 8 light limit, though there really isn't an 8 light limit anymore. The engine switches lights on and off based on their relationship to the camera.

In any case, to summarize the problem: Part of my model was not being affected by dynamic lights.

The solution: Set the models POLYGON to on and reset the collision hull with c_setminmax.

I just wanted to clarify so that users wouldn't think it was a relatively simple number of lights problem. And I think it would benefit the community to understand the relationship between the collision hull and lighting. I have looked pretty hard and found no mention in the manual.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
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