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ultimate lighting shader - light problem #66913
03/17/06 21:31
03/17/06 21:31
Joined: Feb 2003
Posts: 195
slacker Offline OP
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slacker  Offline OP
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Joined: Feb 2003
Posts: 195
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.
Re: ultimate lighting shader - light problem [Re: slacker] #66914
03/18/06 00:47
03/18/06 00:47
Joined: Feb 2003
Posts: 195
slacker Offline OP
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slacker  Offline OP
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Joined: Feb 2003
Posts: 195
Not sure if this helps..

I put a long wait in the light position script, and then turn the light off. So each loop, it goes on for a bit, then off - strobing.

and voila - the blue light started reacting normally after a couple of strobes.

it is like it has to wake the system up to the fact that lights have gone off, and others on - or ?@?@?@?@?$?#??#?

still testing...

Re: ultimate lighting shader - light problem [Re: slacker] #66915
03/18/06 04:25
03/18/06 04:25
Joined: Feb 2003
Posts: 195
slacker Offline OP
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slacker  Offline OP
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Joined: Feb 2003
Posts: 195
Well - after a gnarly session - I have found a few things, and I think may have solved my problem.

If anyone has the problem of models appearing black with this shader, you might look at lightrange=.01, I changed this to .0001 as reflected in the shader collection scripts, now Matts origianl ps 30 shader started wokring ....had a bugger of a time tracking that one down - and am very curious as to what and why??

As for the light popping on and off, I modified the 2.0 shader that I had to accommodate 6 lights, and now it seems to be working well. could have been a bug in my code as well.

Last edited by slacker; 03/19/06 02:25.

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