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Lighting #402918
06/11/12 21:23
06/11/12 21:23
Joined: Jul 2005
Posts: 34
F
fifoulein Offline OP
Newbie
fifoulein  Offline OP
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Joined: Jul 2005
Posts: 34
My level appears always fullbright, even if I add lights. I am using Gamestudio A8. What am I doing wrong?

Re: Lighting [Re: fifoulein] #402919
06/11/12 21:34
06/11/12 21:34
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
did you add a sky around your level?
without, it gets lightened from every direction ^^


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Re: Lighting [Re: Espér] #402928
06/12/12 04:33
06/12/12 04:33
Joined: Jul 2008
Posts: 2,115
Germany
rayp Offline

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rayp  Offline

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Joined: Jul 2008
Posts: 2,115
Germany
A simple hollowed block with one light cant be fullbright ?!

Last edited by rayp; 06/12/12 04:34.

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Re: Lighting [Re: rayp] #402929
06/12/12 05:34
06/12/12 05:34

C
chris_oat
Unregistered
chris_oat
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for starters...
try to add
Code:
sun_light = 25;

and
Code:
vec_set(sun_color,vector(50,50,50));



Re: Lighting [Re: ] #402932
06/12/12 08:53
06/12/12 08:53
Joined: Jul 2005
Posts: 34
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fifoulein Offline OP
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fifoulein  Offline OP
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Joined: Jul 2005
Posts: 34
No. I constructed a room in WED. If I don´t add a light, the lighting should be fullbright. If I add a light and configure the lighting radius smaller, the lighting should be dimmer and I should see darker areas. But this doesn´t happen.

Re: Lighting [Re: fifoulein] #402933
06/12/12 10:35
06/12/12 10:35

C
chris_oat
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chris_oat
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ok, are we talking about static or dynamic light?

Re: Lighting [Re: ] #402934
06/12/12 10:54
06/12/12 10:54
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
did you set the sun color / ambient color in WED to zero? (or near zero)

If its too low lighting is disabled.


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Re: Lighting [Re: Kartoffel] #403029
06/13/12 17:31
06/13/12 17:31
Joined: Jul 2005
Posts: 34
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fifoulein Offline OP
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fifoulein  Offline OP
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Joined: Jul 2005
Posts: 34
Yes, thank you Kartoffel, setting the ambient color in the map properties to zero did the trick. Problem solved.


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