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FPSC Classic Product Chat / Lights/Ambience Not Functioning Properly

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Leon Kennedy
17
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 13th Feb 2012 05:29
Ok, the basic information:

FPSC 9 v 1.18
Ambience = 0
AmbienceRed = 0
AmbienceGreen = 0
AmbienceBlue = 0

I have a static light in front of a candle flame. The light marker is yellow, and the range is set to 75. When I test the level, the area around the candle that should be lit is highlighted in yellow. But the rest of the level is still lit up as if the Ambience isn't changed.

I checked the global script through Build Game, and the values for the ambience are in fact set to 0. I checked the Textures tab, and I've got Lightmap Settings set to Best for Performance, and the Texture Quality set to Medium. Yet the level never gets dark in any place. Ok, so it isn't a full level - it's one room with 2 hallways leading off of it.

Anybody know why the lighting isn't working properly? I did a search, and the last partially applicable answer was for the 1.17 beta, and it didn't address the issue I'm having. So the search wasn't much help in this case.

Anyone? Anyone at all?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
rolfy
20
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Joined: 23rd Jun 2006
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Posted: 13th Feb 2012 06:29 Edited at: 13th Feb 2012 06:33
When testing your level lower or raise your ambience using <> keys when you got it set how you like it hit return (you will see a small text countdown timer at top of screen telling you to do so) whatever your ambience is set to in level setup wont change but next tme you start a test level it will use the last ambience level you set using this. When building your level its always a good idea to check level setup fpi to ensure any ambience settings are what you want.

I dont think the global setup ambience changes affects test levels, only built, and this why your not seeing any changes.

Awesome! Its one of those threads.
Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 13th Feb 2012 17:32
I had the same problem with a torch. Check to see if the candle has a light script attached to it. If it does lower the range.
Leon Kennedy
17
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 13th Feb 2012 18:30
@rolfy: That worked. And by playing around with some other settings in the Build Game, I figured out why.

You can't add a map to the build game level tab unless that map is in the mapbank folder. I'm guessing (haven't tested it) that if you put a map in the mapbank folder and load it, whatever settings you have for ambience will be applied there as well.

Anyhow, I have a new light issue. The candles I have are all working, and everything is fine there. But I have a light marker (white) on the second floor of the room, outside of it near a window. The room the player starts in is completely enclosed with no windows, and the room they go into first is the 2 story room.

When the level starts, the players hand (he is wielding a sword), the door, and the switch to activate the door are all lit up. Why is that? If the room is enclosed, why do the entities light up? This does not happen if I remove the light marker...

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
rolfy
20
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Joined: 23rd Jun 2006
Location:
Posted: 13th Feb 2012 18:50 Edited at: 13th Feb 2012 19:34
Make the offending light dynamic, increase the lightintensity= to around 250 so its bright enough (might have to add this into the light script) and lower the range. Should do the trick. You might also want to change the shader your using on the sword.

Awesome! Its one of those threads.

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