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Re: Shade-C all in one FX [Re: DLively] #440177
04/19/14 18:30
04/19/14 18:30
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Im gunna make a tutorial Once I figure this out lmao..

BTW: I don't know if there was a difference - But when I had the choice of selecting Shade-c Versions, I selected the SHADE-C EVO MASTER (So that's what I am using) xD

Last edited by DLively; 04/19/14 18:34.

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Shade-C EVO MASTER Q&A [Re: DLively] #440180
04/19/14 19:16
04/19/14 19:16
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Are the lights supposed to turn off when the camera isn't looking at them?


Code:
action light_act(){
ENTITY* light_child = sc_light_create(vector(my.x, my.y, my.z), my.skill4, vector(my.skill1,my.skill2,my.skill3), SC_LIGHT_SPOT | SC_LIGHT_SPECULAR | SC_LIGHT_SHADOW , vector(my.pan, my.tilt-90, my.roll), my.skill5);
	ENTITY* light_child2 = sc_light_create(vector(my.x, my.y, my.z), my.skill4, vector(my.skill1,my.skill2,my.skill3), SC_LIGHT_SPOT | SC_LIGHT_SPECULAR | SC_LIGHT_SHADOW , vector(my.pan, my.tilt+90, my.roll+180), my.skill5);
	
	while(1){wait(1);
		vec_set(light_child.x,you.x);
		light_child.z += 200;
		sc_light_update(light_child);
		vec_set(light_child2.x,you.x);
		//light_child.z -= 12;
		sc_light_update(light_child2); 
}
}



I had to roll the light because it was making shadows in the wrong direcion.. smirk


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Re: Shade-C EVO MASTER Q&A [Re: DLively] #440182
04/19/14 21:38
04/19/14 21:38
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rayp Offline

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Quote:
Are the lights supposed to turn off when the camera isn't looking at them?
Faced the same prob but only when using ZNEAR on fps weapon models. In some directions the lights disappear ( only with ZNEAR ). Also my fire particles are rendered through walls when ZNEAR is activated. I changed camera.clip_near, maybe it has something to do with it. mhhh...


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Re: Shade-C EVO MASTER Q&A [Re: rayp] #440183
04/19/14 21:46
04/19/14 21:46
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im not using znear smirk

If I change clip_near my models clip in the camera.

Last edited by DLively; 04/19/14 21:47.

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Re: Shade-C EVO MASTER Q&A [Re: DLively] #440184
04/19/14 21:51
04/19/14 21:51
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the min dist I can go is 5 - and there is little to no change - however if I set it to a higher value just for debug purposes that seems to be the problem...


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Re: Shade-C EVO MASTER Q&A [Re: DLively] #440185
04/19/14 22:08
04/19/14 22:08
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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Tried with clipfactor?


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

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Re: Shade-C all in one FX [Re: DLively] #440186
04/19/14 22:21
04/19/14 22:21
Joined: Oct 2004
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rojart Offline
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Originally Posted By: DLively
...Okay shaodws are working however to make my work a little less guessy - Could I ask what these peramteres are?

spotlight[k] = sc_light_create(vector(dist_x,dist_y,200), LIGHTRANGE*, COLOR RGB*, SC_LIGHT_SPOT | SC_LIGHT_SPECULAR | SC_LIGHT_SHADOW, vector(0,-90,0), 40);


That should be clear enough, by the way have a look on sc_lights.c too.

ENTITY* sc_light_create(VECTOR* inPos, var inRange, VECTOR* inColor, int inType, BMAP* inProjMap, VECTOR* inDir, var inSpotArc)


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Shade-C all in one FX [Re: rojart] #440190
04/20/14 01:16
04/20/14 01:16
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No I didnt try ClipFactor laugh Looks like that will fix my problem.
I had forgot to update you and inform you I had already figured out the lights laugh


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Re: Shade-C all in one FX [Re: DLively] #440191
04/20/14 01:28
04/20/14 01:28
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DLively Offline OP
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Id really like to say it worked, but No better results... anything below 1200 doesn't do anything.. and above 1200 doesn't display it anymore..

Setting it to 1 did nothing - 2 and 3 are useless, cause A shadow is pointless without light smirk


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Re: Shade-C all in one FX [Re: DLively] #440192
04/20/14 01:56
04/20/14 01:56
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DLively Offline OP
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A little bit more info: I've noted that when the light is behind the player (if the players / camera pan is between 270 - 310 or so) then it removes it. If not then everything works fine :?

^^EDIT: It doesn't matter actually. I just had to find the glitchy spot.. where the second glitch spot is, isnt as bad as the fist, as the player will be running by that area many many times.

EDIT, EDIT: Its more prominent when the player faces the pan settings I indicated above.



Another Note For Clipfactor: Above 1200 Removes all lights in the level.

Last edited by DLively; 04/20/14 02:52.

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