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Re: Strength of light [Re: MasterQ32] #346048
10/31/10 18:56
10/31/10 18:56
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,367
Caucasus
I've tried. I've set light at the the players origin (which is center of model). But same thing.


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Re: Strength of light [Re: 3run] #346049
10/31/10 19:02
10/31/10 19:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
I have a problem with simple dynamic light... I use it for flashes from shoots, but it doesn't appear in right way, in some places of the level, level blocks don't illuminate, why is that?


Probably, because you use "[Auto] Tesselation", which means the minimum of possible vertices (check the tesselation by double-pressing [F11], that is the red lines).
The default dynamic lighting is vertex lighting. If there is no (block) vertex near your dynamic light, it won't be visible. You may want to change the tesselation, but this will reduce the framerate, or you could use per pixel lighting, which will, of course, reduce the framerate, too, but will look much nicer.


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Re: Strength of light [Re: Superku] #346050
10/31/10 19:10
10/31/10 19:10
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline
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3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,367
Caucasus
OK, this is clear for me now. Thank you dudes.
But one more question guys, which way you would advice me to fix this problem?
Cause I'm using free version of GS (still A7).


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Re: Strength of light [Re: 3run] #346054
10/31/10 19:57
10/31/10 19:57
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
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Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
In this case you cannot use the per pixel lighting shader, so you have to tesselate more.


3333333333
Re: Strength of light [Re: Quad] #346059
10/31/10 21:06
10/31/10 21:06
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline
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3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,367
Caucasus
Ok, thank you guys, I'll. But why with older engine, it use to work fine?


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Re: Strength of light [Re: 3run] #346062
10/31/10 21:33
10/31/10 21:33
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Because the old maps (/ map compiler) tesselated the shaded surfaces at about every 237 texels by default, thus creating more block vertices.
Just set the Tesselate value to ~256 (or less) and check "Use Tesselation" (or the like).


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Re: Strength of light [Re: rojart] #346087
11/01/10 09:42
11/01/10 09:42
Joined: Sep 2009
Posts: 987
Budapest
Aku_Aku Offline OP
User
Aku_Aku  Offline OP
User

Joined: Sep 2009
Posts: 987
Budapest
Thanks rojart.
Your example is really good for me.

Re: Strength of light [Re: 3run] #346089
11/01/10 10:04
11/01/10 10:04
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
Strength of light? try playing with d3d_pointlightfalloff
Just read the help for detail wink

Originally Posted By: 3run
OK, this is clear for me now. Thank you dudes.
But one more question guys, which way you would advice me to fix this problem?
Cause I'm using free version of GS (still A7).

*cough* FFP *cough* texture *cough* projection *cough*

Re: Strength of light [Re: bart_the_13th] #346090
11/01/10 10:06
11/01/10 10:06
Joined: Sep 2009
Posts: 987
Budapest
Aku_Aku Offline OP
User
Aku_Aku  Offline OP
User

Joined: Sep 2009
Posts: 987
Budapest
You need some medicine. *cough* smile

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