1 registered members (7th_zorro),
793
guests, and 1
spider. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Dynamic light?
#228215
09/18/08 09:06
09/18/08 09:06
|
Joined: Sep 2007
Posts: 658 germany
Tiles
OP
User
|
OP
User
Joined: Sep 2007
Posts: 658
germany
|
Still at battling with the light. I have MDL meshes here. The meshes have Cast and Receive ticked. But the meshes doesn't react to any light changing. Not under map properties, not under the setup for a dynamic light as shown here in the shot. Not this dramatic for static stuff like here. But very dramatic for my animated characters. How can i tell the MDL meshes to react to light?
|
|
|
Re: Dynamic light?
[Re: Tiles]
#228356
09/18/08 21:39
09/18/08 21:39
|
Joined: Nov 2005
Posts: 66 Spokane, WA, USA
Vonman
Junior Member
|
Junior Member
Joined: Nov 2005
Posts: 66
Spokane, WA, USA
|
I don't know if it's just me, but entities in my levels only dynamicaly react to light in REALTIME if they were created with script.
For example,
action light_torch { my.light = on; my.light_range = 10000; }
ent_create("somthing.mdl",null,light_torch);
If you created a light using script like ^ above, any .mdl and .hmp entities should react to the lights color, direction, and range.
Somebody correct me if they experiance different, but when I use lights that are placed in the level using WED, even if I click "DYNAMIC", it still acts like a regular static light.
BTW, I only have the A6 version, I don't know if A7 would treat the DYNAMIC flag properly.
|
|
|
Re: Dynamic light?
[Re: Tiles]
#228443
09/19/08 14:31
09/19/08 14:31
|
Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
|
Its probably this way, because the dynamic flag in the panle means something different than 'dynamic light' From the online manual: DYNAMIC Tells wether an entity is dynamic, i.e. it can change its position or parameters at runtime, can trigger or execute events, and is affected by game_save / game_load. If this flag is not set, the entity is static, meaning that it doesn't change at runtime. Static entities consume less memory and CPU resources than dynamic entities. Type: flag (emask) Remarks:
* Entities placed in a level are dynamic if an action is assigned; otherwise they are static. Therefore do not assign unnecessary actions to entities. * Entities created by ent_create are always dynamic. * Static entites won't run events, including material events. Their parameters, except for their skills, can't be changed. They are not updated to the clients in a multiplayer system and are not saved by game_save. * If an entity does not change anymore, this flag can be reset on a single player system for improving the frame rate. * Static entities won't get environment light updates when their position changes. So when displacing a static entity, switch it's dynamic flag on for one frame in order for it's lighting to be updated to its new position.
Example:
action make_me_static() { // set up the entity ... my.DYNAMIC = OFF; //C-Script my.emask &= ~DYNAMIC; //lite-C }
See also: ent_create
|
|
|
Moderated by mk_1, Perro, rayp, Realspawn, Rei_Ayanami, rvL_eXile, Spirit, Superku, Tobias, TSG_Torsten, VeT
|