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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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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
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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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Joined: Apr 2005
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DLively
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Are the lights supposed to turn off when the camera isn't looking at them?
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..
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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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DLively
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im not using znear 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]
#440185
04/19/14 22:08
04/19/14 22:08
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Re: Shade-C all in one FX
[Re: DLively]
#440186
04/19/14 22:21
04/19/14 22:21
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Posts: 900 Lgh
rojart
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...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)
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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
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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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