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FPSC Classic Product Chat / why do dynamic lights disappear, when far away?

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xX TOXIC Xx
17
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Joined: 13th May 2009
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Posted: 18th Dec 2011 23:15
when i use dynamic lights in my level and test it out, they disappear when i am far away, but when i approach it they suddenly go on. i could use static lights which for some reason always stay on but they are really bad, and not very good graphical wise. any help?

If you saw what was to be seen then you wouldent look.- xX TOXIC Xx
Captain Coder
FPSC Reloaded TGC Backer
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Playing: Elite: Dangerous
Posted: 18th Dec 2011 23:21
Are you using V119 beta? I know that some things disappear depending on size or similar. Other than that, I haven't heard of your problem.

Approximately how many segments close do you have to get before they disappear?

Hope things work,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
xX TOXIC Xx
17
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Posted: 18th Dec 2011 23:29 Edited at: 18th Dec 2011 23:32
nope i am currently using 1.18 and it really depends on the light range i think let me check, but its usually about 5 and up

*EDIT*: they disappear and appear at random distances, sometimes they dont even appear!

If you saw what was to be seen then you wouldent look.- xX TOXIC Xx
BlackFox
FPSC Master
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Dec 2011 23:55
I have a similar instance with v1.17. We have an underground section where dynamic lights are triggered once you enter a door from the outside. We have 8 of them on this particular map. As the player comes down the stairs, it looks like the last few of them suddenly light up.

IIRC, I thought I read in a post somewhere that the reason was that only X amount could be lit at a time depending on the player distance.


Twitter: @NFoxMedia
rolfy
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Posted: 19th Dec 2011 00:03 Edited at: 19th Dec 2011 00:08
Only six dynamic lights at a time will appear.
Since only static lights cast proper shadows its odd that you find they dont look good graphic wise. Unless all your level is made up of dynamic entity,s, which really is the only reason to use them this way, dynamic lights should be used when you want to turn on or off or flicker they have no real use otherwise.

xX TOXIC Xx
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Posted: 19th Dec 2011 00:34
THANK YOU ROLFY <333 you really cleared up alot of questions thank you but i only had 3 in the whole test map, and this problem still occurred, but still thank you

If you saw what was to be seen then you wouldent look.- xX TOXIC Xx
Kravenwolf
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Location: Silent Hill
Posted: 19th Dec 2011 19:35 Edited at: 19th Dec 2011 19:40
Quote: "i could use static lights which for some reason always stay on but."


Static lighting makes up the lightmapping process which occurs during the time your test level is building. Static lights cannot be dynamic, so they will always be 'on'.

Quote: "but they are really bad, and not very good graphical wise
"


They should be. Try stacking smaller range lights as opposed to placing a large one to a light source. Try experimenting with the color values a bit too. Try a pale gray rather than pure white, for example. [Static] lightmapping is really what makes a level shine when done correctly. Check your setup.ini and make sure the lightmapquality is set to a decent amount (32 should do it). Other than that, I would recommend finding Wolf's tutorial/guide on proper lightmapping techniques.

Kravenwolf

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