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FPSC Classic Product Chat / Lighting on Entity issue

Author
Message
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Oct 2007 12:13
When I turn off lights that are currently effecting entities, the entities are still ... um... "lit".

That is, if I had a yellow light cast onto an entity, then I turn it off, the entity still has yellow light on it!

How do I keep this from happening?


The one and only,
~PlystirE~

In Soviet Russia, road forks you!

Mom: I may not be the alpha and omega, but I can sure as hell be yours!
Kimmen 1192
17
Years of Service
User Offline
Joined: 19th Nov 2006
Location:
Posted: 6th Oct 2007 23:00
how do you mean exactly.
Are you using any scripts or what?
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 6th Oct 2007 23:25
With the latest updates FPSC will skip any previous lightmapping renders created when testing if there are no segment or static entity changes,this was to increase level testing speed.
You should create a new level and place one single segement and run a test,it wont take long,when you reload your previous level and run test it should now create new lightmaps,tedious I know,when you want to make such a small change and someone probably has a better way of doing it,but this works for me.

FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 6th Oct 2007 23:41
That's what I do.I made a level with a light and an entity.In between test runs if it is necessary I load up the little lewvel,do a test run and perish (since I added no ground to stand on) and hit ESC and then load back in the level I was working on.
Works like a charm and takes less than a minute.

Please have mercy and use the search function.
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 7th Oct 2007 08:05
That... is so weird.

When I Build the final game will this be an issue?


The one and only,
~PlystirE~

In Soviet Russia, road forks you!

<img src="http://www.danasoft.com/sig/PlystiresRoadSign.jpg" border="0">
TGPEG
17
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 7th Oct 2007 09:44
Not so long as you make and build it with V1.07.

[center]
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 7th Oct 2007 21:42
Well now, doesn't THAT just put a damper on any custom engine programming?


The one and only,
~PlystirE~

In Soviet Russia, road forks you!

<img src="http://www.danasoft.com/sig/PlystiresRoadSign.jpg" border="0">
Veron
17
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 7th Oct 2007 22:19
Quote: "Well now, doesn't THAT just put a damper on any custom engine programming?"


Not really, because it won't be long before we have the v1.07 source code!


Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 8th Oct 2007 02:07
Woot!!! $10 says it won't be out in time for any worthy altering for the contest.


The one and only,
~PlystirE~

In Soviet Russia, road forks you!

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