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 / Lights going through walls.

Author
Message
Amd Silver
20
Years of Service
User Offline
Joined: 18th Feb 2006
Location: /bin/null
Posted: 12th Feb 2010 20:33
Please forgive me if there is indeed a section for this. I have been browsing the forums for a few days and have come to the conclusion there is not.

I have noticed a strange problem. When I put a light in a room, it goes through the walls. It doesn't always seem to happen, but at the very least if you enter into the light area your weapon lights up. Which I must say is very strange looking.

"It's really dark in this hallway! But at least my weapon is glowing!"

I also noticed if I use coloured lights nearby doors the other side of the door glows the colour of the light as well.

I find it strange, that the walls do not seem to stop the lights. Does anyone have any ideas as to what could be the cause to this problem, or more importantly the solution.

---------------
I found a temporary solution, but I don't much like it. I can use smaller lights in a room so that the border of the lights doesnt go outside the boundaries of the room. This though leaves the corners of the room dark, and the room isnt as brightly lit as I would like. What I am really aiming for is a bright room, and outside of it and around a corner, a dark hall.

Love,
Zell Faze
wizard of id
20
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 12th Feb 2010 21:42
Yip the light problem.I hate it, however there is a small fix increase the floor mesh by a unit or two or till the wall sticks in the floor a bit this is sure to help most of the times...
It doesn't always work it depends greatly on the mesh.

I think it is more to do with light mapper being limited....

The door again the light mapper is pretty primitive

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

xplosys
20
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 12th Feb 2010 21:46
The "problem" is FPSC. In other words, it's not anything we can fix so a workaround is required. You already mentioned some of the things that can be done. The more we work with FPSC, the more we learn that level design must take into account more than segments or rooms.

Multiple smaller lights and lights placed further from walls, leaving a space between rooms and floors, light "zones" using triggers or distance, and using more walls or twists and turns to hide lighted areas from dark ones are some of the things we can do.

Brian.

Amd Silver
20
Years of Service
User Offline
Joined: 18th Feb 2006
Location: /bin/null
Posted: 13th Feb 2010 02:34
Thank you guys for trying to help.

As you mentioned I have found a few work-arounds. By strategically placing lights I can manage to get a decently lit room without the light boundaries going through the walls.

Place a light in the center of the room that fills the entire room and no more than that much up. Then depending on the size of the room, place smaller lights to cut the room into 4s. Then finally I place a light, that shines only over a single tile, on all the remaining tiles of the room.

Pain in the butt, but it seems to work decently enough. I would love to see someone program a fix for this into a mod. I don't see it happening anytime soon. But, nevertheless, I can dream right?

Love,
Zell Faze
Medusa
22
Years of Service
User Offline
Joined: 7th Sep 2003
Location:
Posted: 17th Feb 2010 20:54
Quote: "Amd Silver if you enter into the light area your weapon lights up. Which I must say is very strange looking."


entity lights always do this so all lights should really be set to static.
I know entity lighting is good for adding effect to fires etc using the light2 script for flicker but the drain on frame speed is not acceptable.
set all lights to static and you no longer get the weird effect plus the game moves so much faster and fires still look acceptable on their own.

mpc
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 18th Feb 2010 08:54
Project Blue fixed this.
Well... not the glowing door problem, but I did put in a fix so that your weapons and other entities did NOT glow when behind a wall from a light.


However... I am not sure if the fix was removed or not. If it was, then perhaps you can kindly ask hockeykid to put it back in (or make it an option in the setup.ini since it does make the light calcs a bit tougher on the CPU)


The one and only,


Pain
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 4th Apr 2007
Location: Lake Orion, MI - USA
Posted: 18th Feb 2010 17:37
Quote: "Pain in the butt"


some one called me?

Yeah work arounds is about all I can think of to fix that.

Pain

Me = noob

and i love The TGC : )
Amd Silver
20
Years of Service
User Offline
Joined: 18th Feb 2006
Location: /bin/null
Posted: 18th Feb 2010 21:58 Edited at: 18th Feb 2010 21:59
[qoute]entity lights always do this so all lights should really be set to static.
I know entity lighting is good for adding effect to fires etc using the light2 script for flicker but the drain on frame speed is not acceptable.
set all lights to static and you no longer get the weird effect plus the game moves so much faster and fires still look acceptable on their own.[/quote]

All my lights are static. The only dynamic lights I use are flickering lights in a few of the hallways.

Quote: "Project Blue fixed this. "


I might have to look into that. Even if it was removed, if it was in there at one point I can't imagine it would be too difficult to re-implement. Unless the system has changed a large amount.

Thank you all for your help. I wish every program I used had people so willing to help.

EDIT:
Fixed my quote tags, it seems that these forums do not quite use the same BBCode that phpBB does.

Love,
Zell Faze

Login to post a reply

Server time is: 2026-07-16 23:19:38
Your offset time is: 2026-07-16 23:19:38