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Jordan Siddall
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Posted: 27th Mar 2006 00:36
I am really getting sick of this..

I want to have BRIGHT lighting, that I can make dynamic.

ANYONE?

Jordan Siddall
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Posted: 27th Mar 2006 01:08
No really.

uman
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Posted: 27th Mar 2006 01:46 Edited at: 27th Mar 2006 01:47
Not sure really Jordan as I have not worked with dynamic lights. I thought that there was a dynamic light script - is it light2?

I am sure someone will be able to confirm which script you need.

Anyway not sure what you mean by bright - in what instance?

Certainly a white light can be extremely bright but of course its influence in brilliance will be be determined to some extent by the overall ambience of the level and other light sorces in close proximity if any. The colour of the texture surface the light falls on will also have a major impact - the lighter the texture the greater the light brilliance falling on it.

I have extremely bright lights (set as white) though the level ambience is quite dark so the effect is greater than otherwsie would be the case.

Jordan Siddall
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Posted: 27th Mar 2006 01:54
Well, dynamic lights are really bad. You see if you set a light to static, the light is really bright and effective. Were as if you made it dynamic to add an effect, the light is faded.

Les Horribres
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Posted: 27th Mar 2006 01:59
That is because dynamic lights use a light system. Static Lights use textures.

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uman
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Posted: 27th Mar 2006 02:06 Edited at: 27th Mar 2006 02:10
Jordan,

Ah!

Thanks for clarifying that.

I did not realise exactly what the prob was as I had not tried them in FPSC though where I have used them in the past it would seem that to some extent it may be thats a spin off of the way they worked also in some older engines I used. Depends on the fade off I guess which in FPSC is non controllable of course.

I guess then if you make the radius larger it makes no differece? Probably not.

Lights in FPSC are a very basic feature as are some others.

Users and their games could definately benefit from better lighting capability - dare I say so.

Perhaps one day TGC will smile upon the end user and surprise them.

Quote: "That is because dynamic lights use a light system. Static Lights use textures"


Interesting - I wont ask for the tech spec behind that as it dont help anyway does it?

Jordan Siddall
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Posted: 27th Mar 2006 02:14
I am not using fpscreator if the smallest thing such as this is impossible.

Les Horribres
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Posted: 27th Mar 2006 03:04
The reason static appears bright is because they are directly textured. You can see this via the zip folder, just open look at it. Lightmap.dds i think...

Either way, I can confirm the use of a real lighting system with dynamic lights, such as the one used with a weapon. What is occuring is the static version is more powerful then the other. Mainly because it doesn't dim as much over range.

Solution, increase the light range.

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Posted: 27th Mar 2006 03:30
true, but I think the easiest way to explain it is the old staitc/dynamic scheme

static = is a part of level geomitry
dynamic= is not a part so the engine has to constently re-render the light.

dynamic lights are supposed to be there to be mood lighting.

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Jordan Siddall
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Posted: 27th Mar 2006 09:26
You need to see what i want in my level, increasing the range is bad.

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Posted: 27th Mar 2006 11:00
then show us so we can help

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Lost Soul
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Posted: 28th Mar 2006 15:01
dynamic lights are only there to allow special lights like the light2.fpi (flicker) and others

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Les Horribres
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Posted: 29th Mar 2006 04:07
I will have to look again, but I did belive that the dynamic lights intensity was calculated by the range...

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Posted: 29th Mar 2006 04:22
it is calculated by the range.

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Pus In Boots
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Posted: 31st Mar 2006 21:29
hav u tried looking in the light script?
also light2 is a flickering light

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