Cardia on 1/8/2017 at 07:32
Quote Posted by Yandros
The reason Larry keeps mentioning that (presumably) is because objects are lit when their centers are lit. If the lamppost's phys model is the size of a spoon, maybe it isn't getting lit due to the small size. Plus, you of course want the player to collide with it properly as well anyway.
Russ, as i mention above i did adjust the lamp physisc dimension, i also tested with other objects from Thief 2, look at the tree above. the problem is not only with the lamp, it happens with any object that is tall.
GORT on 1/8/2017 at 10:24
@ Cardia
Just wondering. Do you have this in you FM.cfg file?
sun_runtime_obj_shadows 0
I have to use this for the last two missions in TROTB 2 because the sunlight wouldn't light up the objects correctly.
Cardia on 1/8/2017 at 12:15
Quote Posted by GORT
@ Cardia
Just wondering. Do you have this in you
FM.cfg file?
sun_runtime_obj_shadows 0I have to use this for the last two missions in TROTB 2 because the sunlight wouldn't light up the objects correctly.
Yes i do, i added that line when you mentioned in another post, here's what i have in my FM.cfg:
; an FM (that is loaded through the built-in FM support) may contain this in the root
; to ajdust configuration to better suit the FM.
; (Shock) custom first level when starting a new game
;first_level earth.mis
; (Thief) custom first misison when starting a new game
;starting_mission 1
; a '+' separated list of movie filenames to that should not be played. This eliminates
; the need to include an empty movie to override an original one and it will also be
; handled nicer because it won't result in a short UI screen switch in an attempt to play
;fm_movie_disable cs1.avi
; a '+' separated list of movie filenames to exclude from cropping
; (only has any effect if "crop_movies" is enabled by the user)
;fm_movie_crop_exclude intro.avi+credits.avi
; (Shock) disable hardcoded OM patching. By default the game changes various object
; properties in some OMs. This is done simply when a mission filename matches.
; To avoid potential unexplainable bugs in SS2 FMs, that happen to use missions with the
; same names as OMs, it's recommended to disable OM patching.
;fm_no_shock_om_patching
new_mantle
obj_min -18192
obj_max 7900
max_refs 50000
sun_runtime_obj_shadows 0
john9818a on 1/8/2017 at 12:32
I'm not at home to check, but are there any settings in the Sunlight rendering that would affect how the light looks on objects? Is the sunlight being rendered evenly across the map?
Cardia on 1/8/2017 at 12:50
Quote Posted by john9818a
I'm not at home to check, but are there any settings in the Sunlight rendering that would affect how the light looks on objects? Is the sunlight being rendered evenly across the map?
This is the rendering settings i´m using:
Inline Image:
https://i.imgur.com/D1QJ7Ar.jpgYes, all map is evenly rendered , until now... it used to work even with other models i added previously in early steps of this project, and now if i add or move one of them slightly they no longer get illuminated by the sunlight.
john9818a on 1/8/2017 at 12:59
I wonder if sunlight is calculated differently than a normal light source. Instead of calculating a radius around a light maybe the sunlight is calculating the map in separate areas or cubes and somehow the objects are being affected depending on where they are in the cube. This is just a theory but maybe the sunlight is rendering in a checkerboard pattern instead of sweeping the whole map from one end to the other.
Cardia on 1/8/2017 at 13:22
Quote Posted by john9818a
I wonder if sunlight is calculated differently than a normal light source. Instead of calculating a radius around a light maybe the sunlight is calculating the map in separate areas or cubes and somehow the objects are being affected depending on where they are in the cube. This is just a theory but maybe the sunlight is rendering in a checkerboard pattern instead of sweeping the whole map from one end to the other.
Probably due to having many objects the light cannot or has difficult now to render illumination to all objects?
gamophyte on 1/8/2017 at 15:48
If you view by bounding boxes or physics boxes, are there any overlapping your lamp? I know how dumb I sound, because then you'd run into it in-game but maybe it's on a edge and you haven't gone that far. Also if you resized it would suddenly get out of the way of the other box.
Cardia on 1/8/2017 at 17:48
Quote Posted by gamophyte
If you view by bounding boxes or physics boxes, are there any overlapping your lamp? I know how dumb I sound, because then you'd run into it in-game but maybe it's on a edge and you haven't gone that far. Also if you resized it would suddenly get out of the way of the other box.
lol, like i said, the problem is not in the lamp , and to answer that, no, its not out of the bounding box, Rsoul taught me how to adjust the objects position in blender. Forgetting now the lamp, for example i have placed for a long time these street lamps from DC project, but if i eliminate one of these street lamps and create another in its place it no longer gets illuminated by the sunlight, that being said, if i were to place only now the DC street lamps i wouldn't be able to get them illuminated by the sunlight, this is weird right? i mean who can guess what's causing this issue.
Phantom on 5/8/2017 at 14:01
I had this issue with double doors. I didn't technically solve it, but I found a solution that satisfied me. Sometimes I will have a set of double doors where one door is illuminated more than the other, and if I move them backwards or forwards very slightly, the illumination will change. I just do this until both doors illuminate the same. I always assumed this was a bug, so I never tried to find a technical solution.