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FPSC Classic Product Chat / dynamic light marker - how to keep it on?

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Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 12th Oct 2012 05:10
I have placed two dynamic lights at the start of the level where the player is about 50 units from the first light and between 100-150 units from the second light. When the level starts the first light is on the second light is off. When I approach the second light it will come on and the first light will go off. I would like both of these lights to be on all the time regardless of player distance.

Does this have to do have to do with "culling?" Or is there something else I have to do to make them stay on. I am using light1.fpi for both of them. Thanks for any help.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
ASTECH
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Joined: 18th Jul 2007
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Posted: 12th Oct 2012 06:27
Quote: "Does this have to do have to do with "culling?""


Since it is a dynamic object, I would assume so. Sure, it lights up the world but since it is dynamic... I would expect it to be culled. Try turning of culling to see if they both stay on.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Burger
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Location: New Zealand
Posted: 12th Oct 2012 06:40
If its to do with culling have you tried an appear script that increases the cull range? How about wireframe mode, would that show if its being culled?

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 12th Oct 2012 15:24 Edited at: 12th Oct 2012 15:27
Lighting has always been a bugaboo for me.

Nope it doesn't have to do with culling. However, I'm pretty sure it has to do with distance and therefore dynamic lights must have issues with performance.

It's just that with static wall lights they don't appear to be on with a static light. You have to make the wall light dynamic for it to reflect the static light. If you want the wall light to be static then the light has to be dynamic. Go figure. At least with what I'm finding here. Also, with a dynamic light and a static wall light entity, the lighting is softer. The other way around and the lighting is much harsher. Then with a static light, my "waiting for threads to finish" time has increased tremendously. As most people, I hate to wait. In fact, I'm still waiting while I am writing this post. And waiting . . . and waiting. Never mind. I'll post now. Still waiting.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
ASTECH
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Posted: 13th Oct 2012 13:44
Hm... That is kind of sad to see. Oh the range of problems you run into with older machines. I built my Russian block level and only get a max of 19 FPS on my laptop. Which... that kind of scares me a little bit. My desktop can run it fine but I weep a little for those who have older machines.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
michael x
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Location: Cybertron
Posted: 13th Oct 2012 23:41 Edited at: 15th Oct 2012 03:25
no fpsc always had this problem with dynamic lights. there is nothing you can do about it beside using static lights. fpsc has a lot of limits in the code. which is suppose to keep the performance from dropping. dynamic has done this in old version like 107,109 and 13 14 115. use your tools wisely. limit how many dynamic light you use. mix it up with static.fpsc also has a limit on how many characters can be mobile at the same time which is five. you can change that but you will kill the performance. im not sure if that limit has change 119 or 120 since performance increase. but as developer we have to learn how to flip these limits and not over use our assets.

more than what meets the eye

Welcome to SciFi Summer
Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 14th Oct 2012 14:52
Good advice Michael. Thanks

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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