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 Models and Media / Door illumination problem

Author
Message
pIx
17
Years of Service
User Offline
Joined: 22nd Jun 2009
Location: where no one finds me
Posted: 19th Jul 2012 12:53
Greetings all!

Tried to search around a little bit but could not find an answer to my problem so now I'm asking for a little help.

I'm having problem with my doors turn up glowing bright is they are to close a light. Tried different shaders without any luck.
Is there a way to not have you'r door bright up like hell with ambiance set to 0? It's like you can easily see which door is fake and which one can me opened, cause the fake ones merges with the shadows and the ambiance, but the ones that can be opened illuminate like a beacon.
See picture to understand what I mean.

Thanks all for reading this and appreciate the time to take to help out!
ncmako
14
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Jul 2012 18:15
Looks like a BLOOM problem. In your setup.ini change postprocessing=1 to postprocessing=0. Try it and see.
Also remember to make any setup.ini changes with FPSC
closed or changes wont take effect.
pIx
17
Years of Service
User Offline
Joined: 22nd Jun 2009
Location: where no one finds me
Posted: 25th Jul 2012 19:42
Thanks! Helped a little but still if there is a light near the door its turning out brighter then the fake doors, it pretty much ruins alot as you can just walk down a hallway and see which door can be opened and which ones can't be.
Troutflies
15
Years of Service
User Offline
Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 26th Jul 2012 07:40
I have had the same issue at times, other than rearranging might light layout, or atleast rethinking it.

If the door is within the light diameter the doors will glow. What I did was just lower the diameter([ or ] keys)so that is is just short of the door, youll have to tweak it to get it just right. If that light is too dim for the room place on light marker near the ceiling at a low strength setting but a slightly brighter shade. then place a marker ,slightly dimmer in the floor all the way up to the brownish part of the bulb and get the strength to where its just short of the door.

something else that I have been playing with that might help is setting my ambience to fit the overall lighting of the level.
I am building a map that takes place at night during a full moon.
my light markers are set to r=106 g=106 b=255. My ambience is set to ambience=0,r=106,g=106,b=255 this allows me to tweak the overall light as well as indvidual room lighting.
pIx
17
Years of Service
User Offline
Joined: 22nd Jun 2009
Location: where no one finds me
Posted: 27th Jul 2012 23:06
Alright thanks! Going to try that out when I get back home

Login to post a reply

Server time is: 2026-07-05 22:37:28
Your offset time is: 2026-07-05 22:37:28