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Dynamic light? #228215
09/18/08 09:06
09/18/08 09:06
Joined: Sep 2007
Posts: 658
germany
Tiles Offline OP
User
Tiles  Offline 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?




trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
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 Offline
Junior Member
Vonman  Offline
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: Vonman] #228397
09/19/08 07:15
09/19/08 07:15
Joined: Sep 2007
Posts: 658
germany
Tiles Offline OP
User
Tiles  Offline OP
User

Joined: Sep 2007
Posts: 658
germany
Oki. Many thanks smile


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
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 Offline
Senior Expert
Pappenheimer  Offline
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:

Quote:
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



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