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FPSC Classic Product Chat / How to smooth out lighting?

Author
Message
King Of Khaos
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 20th Nov 2010 05:06
When i have full lightmaps and texture quality on, and i build my game, some lights (against walls) look very unnatural. Instead of casting a circle of light across the wall that smoothly fades out around the edges, it's just a square. A square of light, that just cuts off at the edges. Is there any way to smooth out the walls or lights? All the lights are static which i've heard are the best looking. But in my game, they're just sharp-edged squares that look horrible. Can someone please help me out here?

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 20th Nov 2010 06:04
hey King Of Khoas what version of fpsc are you using 1.17/1.18-b3 ?? i found once i went back to 1.17 it cleared alot of my problems as im getting light probs in 1.18+

======================================

GreenDixy Productions http://GreenDixy.Com
Vent
FPSC Master
17
Years of Service
User Offline
Joined: 3rd Apr 2009
Location: BC
Posted: 20th Nov 2010 08:50
Change the lightmap quality to 30+ or so, in the setup file.

King Of Khaos
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 20th Nov 2010 14:32
I'm using 1.17... I'll try what VENT said.

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 20th Nov 2010 14:35
If the entity is dynamic,the shadows will be transparent,edgy and not realistic at all.If you use static lights on static objects and still don't like the look,try restricting the light rays with some transparent,non-colidable,dynamic objects.

King Of Khaos
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 21st Nov 2010 02:04
But the only area the light looks square-ish is on some of the segment walls. I don't have a problem with entites...

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
Nigezu
20
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 21st Nov 2010 03:06 Edited at: 21st Nov 2010 03:07
I had the same problem but setting lightmapping quality to 50 in setup.ini and using quick lightmapping fixed it. There's no need to tick 'the best for quality' option in preferences when you can get similar results much faster with 'best for performance' and lightmapping quality set to 30+.
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 21st Nov 2010 04:48
NEVER use full lightmap quality...

Set your gunspec to something like this:

Quote: "lightmapatten=32
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=128
lightmapquality=32
lightmapblurmode=1
lightmapthreadmax=-1"


Remember to place lightmarkers not too close to a lightsource.

BTW: A screenshot would help



-Wolf

God Helps the Beast in Me!
Nigezu
20
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 21st Nov 2010 10:52
Quote: "Set your gunspec to something like this"


Gunspec? You mean setup.ini file?

Or am I missing something
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 21st Nov 2010 12:09
Yes he meant setup.ini.

King Of Khaos
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 21st Nov 2010 23:08
Thank you Wolf, that fixed the square-ish lighting. But now i have several light leakage areas, where the light from the next room seeps in through the seams where the wall and floor connect. Is there a setting in the setup.ini that i can edit to fix this?

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)

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