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FPSC Classic Product Chat / Lighting reflects in a square on ground

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ambideXter
16
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Joined: 9th Jan 2010
Location: The Netherlands
Posted: 9th Jan 2010 09:12
When i tested my first light in the editor it looked quite weird, the light stops at exactly 1 room size and is reflected in a square, however, naturally, in the editor when placing it it had a cricle arround it.
It's a static orange light, range was 50 (now 100) at the moment.
Defaults scripts and in test game i have eveything on full, debug off.

My question is, since building a game takes a long time, will this still be shown this way (attachement)in the game?

If You Can Make It Then I Can Break It!
Bigsnake
17
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Joined: 7th Apr 2009
Location: England
Posted: 9th Jan 2010 13:33
This looks like a segment error, try using a different segment and see what result you get

http://image.fps-files.com/images/42SIG.jpg[/img]
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Coach Shogun 20
17
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Joined: 27th Feb 2009
Location: In your mind, messing with your thoughts
Posted: 9th Jan 2010 15:11
what quality is your lightmapping set at in your setup.ini file?

ambideXter
16
Years of Service
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Joined: 9th Jan 2010
Location: The Netherlands
Posted: 9th Jan 2010 19:04
[GAMEMAKE]
lightmapping=1
lightmapold=0
lightmapshadows=1
lightmapambientr=0
lightmapambientg=0
lightmapambientb=0
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
lightmapzerorange=100
lightmapatten=16
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=512
lightmapquality=5
lightmapblurmode=1
lightmapthreadmax=-1
bloodonfloor=0
imageblockmode=1
showalluniquetextures=0

----------------------------------

I assume you mean this one: "lightmapquality=5" Coach?
I'll do that now, just got back, coffee then i'll try.
And thank you for helping.

If You Can Make It Then I Can Break It!
ambideXter
16
Years of Service
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Joined: 9th Jan 2010
Location: The Netherlands
Posted: 9th Jan 2010 19:42
"looks like segment error"

I think you're right on the money!
I tried 2 things:

-different segment with reduced graph settings in preference, since it might be the limits of my graph card ("what quality is your lightmapping set"); no problems.

-graph on max (preferences) with the different segment; still good! (yay)

I originally used floor texture "HardwoodFloor.bmp" that came with
Firma v2. The replacement floor was with a custom concrete texture i believe.
I really wanr to keep the wood floor texture.
Would it help if i convert the .bmp to, for example .jpeg?
Or use some setting?
At least there is an alternative and again; thnx!

If You Can Make It Then I Can Break It!
ambideXter
16
Years of Service
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Joined: 9th Jan 2010
Location: The Netherlands
Posted: 9th Jan 2010 20:10 Edited at: 13th Feb 2010 18:27
I think it knows what it was. I did not use a separate floor and wall segment, i used a "room" segment. So i thought, look at the whole picture, what could be wrom with that? It's only with the light effect.
Then i looked at the whole room and slowly towards the fireplace. It doesn't stand out so much because of the naturally seaming ability of a carpet wood floor, but it looked different. That could only mean it is rotated in a way that doesn't match the rest of the room, so i sellected it, pressed R.., R... BINGO !
Tested again, no concrete in my living room
Thank you both for you're help, by focusing on the segment, and not the added light i probably saved tons of time figuring it out!
Cheers!

Only problem left is figuring out why lightcandle.fpi doesn't flicker like a candle, it seems a normal light.
*EDIT* ok a quick google search brought me to the FPSC site:
"Added LIGHTCANDLE.FPI to simulate the luminance of fire and candle light in a room (for dynamic lights only)"

ps if any future reader is interested; the fire placed was made by the following decals (entities, generic, Benge... emission):
2x Torchflame
2x Hotflame
Orange-reddish light with "lightcandle" as main script.
Basically 2 torch in the back, spread, then 2 hotflame, bit at front, a bit closer towards each other.
Keep experimenting with the layout for the best result.

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