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FPSC Classic Product Chat / Metro Theater Lobby Door Entity Reflection

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Leon Kennedy
17
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 23rd May 2012 06:25
Ok, so I'm building a level centered on the outside of a building, and the player is going to have to find a way inside. Nothing major, but I just started.

So I've got the walls, and I've got the night sky, and I used the Lobby Door (Use) entity, because while I want the illusion of a real building, I don't want the player to just waltz into the building through the front door. And I have to use the entity because the wall is at a 45 degree angle.

No big deal here so far. I set the door, turn it static, turn off physics, and go to test the level and...there is a double moon reflection in the door. Which isn't so bad, I guess. Except that in the night sky skybox, the moon is on the other side of the building. Check out the screen shot attached so you can see what I'm seeing when I test the game.

I tried removing the door and putting it back in with no luck. I tried using both lobby doors (use and fake), and it's the same thing with both of them. Anybody know why this is happening, and what I can do to correct it? Or is this something I have to just live with?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Nomad Soul
Moderator
19
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 24th May 2012 00:43
Ok so there are lots of reasons why shaders don't show up correctly.

Firstly make sure your video card supports shader model 3.0

Next ensure you have not altered the shaders texture or effect paths

Ensure you have at least 1 static light in the world. Make sure your test build has to build static lightmapping when trying to correct shader issues.

Oh and make sure you have enabled shaders in the test and game build settings !!

You need to focus on your shader setup a lot before working on the level design. Its very painful trying to correct everything later on as FPSC does not lend itself to lots of building and testing.

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