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Please Help with: light_view = NULL; #409841
10/22/12 23:11
10/22/12 23:11
Joined: Jan 2009
Posts: 78
always overseas
S
SeaCancer Offline OP
Junior Member
SeaCancer  Offline OP
Junior Member
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Joined: Jan 2009
Posts: 78
always overseas
Is this instruction only lite-c compatible?!

Or we can use it with c-script too?!
& if yes, How we can use it with c-script?!


I am forced to use c-script for one of our clients
But,,

The Dynamic lights flicker as camera moves,, as a solution I tried to type light_view = null; into main function, but it says it is unkown and gives an error

Please need help from experts

Re: Please Help with: light_view = NULL; [Re: SeaCancer] #409846
10/23/12 03:04
10/23/12 03:04
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
By default the light_ciew is the camera. Under normal circumstances you should leave it the way it is, except for the following cases:

- If you're using a custom view to render your level you should set light_view to that view.
- If you're using multiple views you should set light_view to NULL, effectively switching clipping of lights of.

I don't know if it's Lite-C only feature, the manual does not state that. If you can, switch to lite-c. Flickering lights however do no propose that lightview is set incorrectly. Have you checked max_lights? Are you using level blocks and if so is the map compiled with the "Create Meshes" option?


Always learn from history, to be sure you make the same mistakes again...
Re: Please Help with: light_view = NULL; [Re: Uhrwerk] #409979
10/26/12 01:28
10/26/12 01:28
Joined: Jan 2009
Posts: 78
always overseas
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SeaCancer Offline OP
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SeaCancer  Offline OP
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Joined: Jan 2009
Posts: 78
always overseas
Originally Posted By: Uhrwerk
By default the light_ciew is the camera. Under normal circumstances you should leave it the way it is, except for the following cases:

- If you're using a custom view to render your level you should set light_view to that view.
- If you're using multiple views you should set light_view to NULL, effectively switching clipping of lights of.

I don't know if it's Lite-C only feature, the manual does not state that. If you can, switch to lite-c. Flickering lights however do no propose that lightview is set incorrectly. Have you checked max_lights? Are you using level blocks and if so is the map compiled with the "Create Meshes" option?


Thanks buddy, things are working fine now laugh


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