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tiffer
20
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Joined: 6th Apr 2006
Location: Scotland
Posted: 18th May 2014 22:57
Dark lights seems to crash whenever you use go into lightmap and enter any information. The crash occurs when the return key is pushed.
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 19th May 2014 01:24
Quote: "Dark lights seems to crash whenever you use go into lightmap and enter any information"


Works fine for me. Code? DBPro version?



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GreenDixy
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Location: Toronto
Posted: 19th May 2014 04:15
I have dark lights, And have seen many crash's. I tend to uninstall all. Install dbpro the update then plugins. Normally helps for me.

.:: Http://DeanWorks.Ca ::.
My software never has bugs. It just develops random features.
tiffer
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Posted: 23rd May 2014 23:26 Edited at: 23rd May 2014 23:26
GG - The problem was specifically with the editor. No code involved.

wattywatts
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Location: Michigan
Posted: 24th May 2014 00:21 Edited at: 24th May 2014 00:25
That happens to me all the time (or did when I was using the program). You might want to set compatibility to windows 98. Other than that, it's going to happen from time to time. If you try to map a high poly scene, it's going to happen every time.

EDIT
Just want to add, Evolved's MapScape program seems to produce lightmaps as good as darklights but doesn't crash nearly as often. Hopefully you got darklights as part of the dark game studio pack and didn't buy it outright.
Green Gandalf
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Posted: 24th May 2014 13:22
Quote: "GG - The problem was specifically with the editor. No code involved."


Use the Dark Lights commands in your own program. Always works fine for me. I haven't used that editor for years - it was too restrictive and unreliable for me.

I've attached a simple demo which you might find helpful.

Compile and run the project "simple light map demo v2.dbpro". This will create a lightmap and a dbo object. There's a folder showing you the files you should get.

Then compile and run the second project, "v2 test.dbpro", to load and display the dbo file with textures and lightmaps applied.

You can obviously adapt this for your own purposes.



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tiffer
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Location: Scotland
Posted: 29th May 2014 20:16 Edited at: 29th May 2014 20:19
Thanks GG. I didn't know much about it and just downloaded it as it came with DG Studio. I'm wondering if it will be of use in my current [href=http://forum.thegamecreators.com/?m=forum_view&t=210555&b=8]project[/href]
Green Gandalf
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Posted: 30th May 2014 01:48
Quote: " I'm wondering if it will be of use in my current project"


The Dark Lights commands are not really suited to real-time shadows - but if you're using fixed scenery and fixed lights then it might be very useful.



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Chris Tate
DBPro Master
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Location: London, England
Posted: 30th May 2014 10:03 Edited at: 30th May 2014 10:05
On demand light map processing might be feasible with a bit of planning and testing; block by block, section by section. Dark Lights can generate lights on a separate thread; that is to perform its work without halting your game loop.



You might want to utilize the ambient occlusion features and a global directional light for exteriors.

Another technique is to use pre-calculated shadow textures and have them applied on a block by block basis, depending on adjacent towering blocks.

tiffer
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Posted: 30th May 2014 11:56
Ambient occlusion? Sorry I've been away from DB for so long I'm still catching up. I'll look into ambient occlusion. I think shadow mapping might be too far off given the high turnover of faces as the player moves along the map.

Maybe I'll revisit the issue later on.

Ambient occlusion would be a good idea though.
Chris Tate
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Posted: 30th May 2014 13:34 Edited at: 30th May 2014 13:37
Ambient occlusion is used to represent how exposed each point in a scene is to ambient lighting; so each of your cubes have 8 vertices to check against surround geometry. A bit advanced if you are just learning; however it can be pulled off.







Just to clarify, Dark Lights has ambient occlusion functionality.

tiffer
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Posted: 3rd Jun 2014 23:17
That will be on my to do list then. Thanks very much.

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