I have adapted a shader from the shader collection zip. I have simply taken the level normal map shader and got it working with models.

I have never been able to get matt Matt Aufderheide's original script posted on the forum to render anything but black models, nor the 2.0 verison adapted by Matt Coles - curious if anyone else has had the same problem. (GeForce 6800)

The reason I am posting however, is that I am having an issue with lights and the light position script.

Basicly, it is a simple level, with three dynamic lights, spaced about 1200 quants from one another. (red, green and blue) and with a light_dist_far of 3000, beyond which it turns off.

you start under the red light, and as you walk towars the green, you see specular reflections on the model geo. for red and green lights (as expected). As you approach the blue light, it switches on (as you can see in the non-shader world geo) but does not affect the model specularity or diffuse.

If you pass the blue light and turn around, and back up until the green light switches off, still no blue light.

You need to back up until the blue light switches off, and then reaproach it, and when it turns on, you see the blue specularity, and the green when it switches on as well.

The same thing happens for the red light at the other end.

Kind of a complicated post, but a basic issue. It appears that if a light goes out that is in the distance, new lights that you are currently under aren't recognized by the shader or??}

Last edited by slacker; 03/18/06 04:15.