Terrain dont get lit by static light

Posted By: Chrisu

Terrain dont get lit by static light - 03/11/09 23:30

Hi,

I have a terrain (.hmp) in my level and a (big enough) static light but when I compile the level my terrain is dark. Hm, changing the light to dynamic and compiling again -> hey that's what I wanted, my terrain is lit. But I want the light to be static and not dynamic - at least I thought (and I have the Extra-Edition) that's what's WED mainly for????

EDIT: The funny thing is, when I put a mesh (f.e. a cube) in the scene this cube gets light from the static light source but the whole terrain below it (and again, the light source is big and high enough) just hasn't any sign of light?!?

Cheers
Chrisu
Posted By: WretchedSid

Re: Terrain dont get lit by static light - 03/12/09 09:52

You canīt create static shadows on Terrains. You must create a lightmap for the terrain or use a shadow shader.
Posted By: Chrisu

Re: Terrain dont get lit by static light - 03/12/09 11:08

Thx for the reply and ... hm, I guess that's the reason for my unlit terrain ;-)

Well, when I have a light map what do I have to do with it to have it mixed up with the terrain? Sorry for that seriously dumb question 8-(
Posted By: Dazz

Re: Terrain dont get lit by static light - 03/17/09 18:13

Just wait for the A7.77 update. It's rumored to have a static shadow generator for heightmaps... wink
Posted By: xandeck

Re: Terrain dont get lit by static light - 03/17/09 18:27

It is true. I'm also waiting for A7.77 just because of this. I'm not good making a good terrain with blocks (like a field) so I use another program, but I cant have static shadows either.

But, unfortunatelly, I think it will take long.
Posted By: Chrisu

Re: Terrain dont get lit by static light - 03/18/09 10:18

Thx for the info.
Btw., as a "solution" to my problem I found out that using one dynamic light source is ...
* not slow
* very good grfx-effect
* can be used for wandering sun
* funny but true, many texture-flickerings are suddenly gone
* ...
So therefore using one dynamic light is what I needed - I just didn't know ;-)
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