Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / What is wrong with my lighting here

Author
Message
DEATH GOTH SNIPER
16
Years of Service
User Offline
Joined: 13th Mar 2008
Location:
Posted: 21st Sep 2014 20:15
Hello I have been gone for a long time. The last time I was here was when we where doing 1.08.
Some of you my know me for my Flash lightv3 script an menus.

Anyways I just started with fpsc again an The lighting is a bit dif.

I would like to know whats wrong with my lighting here.
[img=http://s30.postimg.org/iapbfcyhd/snapshot1.jpg]
DEATH GOTH SNIPER
16
Years of Service
User Offline
Joined: 13th Mar 2008
Location:
Posted: 22nd Sep 2014 00:03
sorry posted wrong link.
Guess I cant edit


how to capture screen
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 22nd Sep 2014 00:25
You need to open the setup.ini file in the root FPSC install directory and change lightmapquality=5 to at least 50 or above. This will get rid of the seams at the edges of your segments.

Also don't put lights too close to walls.

FPSC is crap i wasted
16
Years of Service
User Offline
Joined: 29th Feb 2008
Location:
Posted: 22nd Sep 2014 01:06
Here are my lighting settings.
Just to let you know Im not new to this.
Here are my settings

lightmapatten=32
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=1024
lightmapquality=32
lightmapblurmode=1
Mriganka
9
Years of Service
User Offline
Joined: 16th Jun 2014
Location: Virtuality
Posted: 22nd Sep 2014 10:24
Also, a new lightning engine might have been incorporated here (Dark Lights). And version 1.08 is like, too old. You will find in the setup.ini and option which will enable you to use the previous lightning method. Also, bloom has been turned on to give you that look.

FPSC is crap i wasted
16
Years of Service
User Offline
Joined: 29th Feb 2008
Location:
Posted: 22nd Sep 2014 17:58
OHH so they added bloom. I thought that was an x10 thing RIP x10.
DEATH GOTH SNIPER
16
Years of Service
User Offline
Joined: 13th Mar 2008
Location:
Posted: 23rd Sep 2014 01:13
Sorry Once again. I have not used FPSC in 5 years. Im trying to remember my old login. I think I will keep this one as the user name is better.

Anyways here in a new lighting error I have. It maybe something new
Video
http://youtu.be/bY9elGWTzR8
Mriganka
9
Years of Service
User Offline
Joined: 16th Jun 2014
Location: Virtuality
Posted: 23rd Sep 2014 08:48
If you are talking about the doors then it may be that you are using bond1's or Nomad Soul's shaders that have unified dynamic lightning. If you are talking about the door that has blocky textures on it, then it may be the shaders. It is quite difficult the get shaders working on static entities (including the doorframe).

If it is something else, then I might have not spotted it.

DEATH GOTH SNIPER
16
Years of Service
User Offline
Joined: 13th Mar 2008
Location:
Posted: 23rd Sep 2014 19:27
Lol No not the doors I know whats wrong with them.

Its the flickering light. THe light stops flickering and stops showing. But if I go the bed room to use that trigger zone that busts the light in the bed room the light in the hall ways starts working like it should.
Mriganka
9
Years of Service
User Offline
Joined: 16th Jun 2014
Location: Virtuality
Posted: 24th Sep 2014 11:23
That problem with dynamic lights was what you have seen from time immemorial. Even I can't get it to work when the light is in close proximity of the player. Maybe you will have to edit the dynamic light's script to see if any changes occur.

DEATH GOTH SNIPER
16
Years of Service
User Offline
Joined: 13th Mar 2008
Location:
Posted: 24th Sep 2014 16:13
Im using the light2 script.
I think it maybe bugging because of the trigger zone.
this line maybe doing it :state=1,activated=1:state=2.
When I get time I will make a new flickering light script on a timer without activated. An if it fixes the bug I will post it.
I was also looking at the new shaders an wanted to know does all the textures need to be in the texturebank folder for the shaders to work right? I have most of my textures with the entity,segment the same folder they are.
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 24th Sep 2014 19:09
DEATH GOTH SNIPER
If I'm correct, one can use up to 6 dynamic lights at one time.
Also, the problem with "dynamic" lights showing/not-showing has
been a problem for sometime now, going back to 2010, and seems to be inherent of the engine. Distance does play into this problem as
do scripts, room size and other factors. Try using only dynamic lights only when necessary. Like for a fireplace I'll use one/two static yellow lights and one red dynamic flickering.
Being creative here is the trick...
best

My games never have bugs. They just develop random features..

Login to post a reply

Server time is: 2024-05-18 05:29:32
Your offset time is: 2024-05-18 05:29:32