LarryG on 21/11/2014 at 18:24
I have no idea if it works this way, but maybe when total light goes negative? Could you be using too much negative light in places?
qolelis on 21/11/2014 at 20:54
Well, I have sunlight brightness set to 30 and each negative light has a brightness of -200, so, yeah, that's probably it; I'll tweak the brightnesses and see if that fixes the problem.
Yandros on 22/11/2014 at 01:04
Yeah try using -30 for the negative lights, and you can play with the radius and inner radius if need be to make the shadow extend far enough.
qolelis on 4/12/2014 at 16:48
The problem I'm having right now is that I either get a failing light gem or miscoloured objects and meshes; I can't seem to find the golden mean. I prefer having proper shadows for the player to hide in, so I am slightly tempted to add some story element to explain the weird colours in the failing areas. :p
Using a negative value closer to zero solves the miscolouring, but makes the light gem stop working. Increasing the radius after that doesn't do anything and I can't increase the spotlight width, beacuse that would make the shadows too wide. I tried with values closer to negative infinity instead, in case the resulting light level wraps around and with the right, negative brightness it would wrap around to zero (or a positive value sufficiently close to zero), but that didn't work out either.
LarryG on 4/12/2014 at 17:00
And you can't put some kind of solid brushwork hidden inside the objects to create a shadow for you? It wouldn't be perfect, but as long as the object's centroid isn't in solid ... or have you tried that?
qolelis on 4/12/2014 at 17:21
I only have 93 cells left and I still have one critical area left to build (although a pretty small one (just one room, really)), but I might be able to squeeze in some cliff solids in the most critical areas. I could also save some cells by getting rid of a few dodecahedrons (in areas where they are not absolutely needed). I could also try to minimize the number of objects/meshes in the failing areas, but that is proving hard. For now I'm most likely going to leave this as it is and return to it later when everything else is done.
...no, wait a minute, I can actually add a very simple solid in the area where the miscolouring is most severe, so thanks for the reminder.
I could also, if I really need to, get rid of the trees in the other area where objects/meshes are most likely to appear (the remaining areas will most likely never see any objects (and definitely not any meshes)). This will create a large area flooded with moonlight, though, and make the sneaking harder, although there are alternative, slightly longer routes, which I can probably tweak if necessary, though (with some luck I might be able to add some simple solid terrain in the moonlight-flooded area to create a few shadows).
LarryG on 4/12/2014 at 17:22
Here, I have an area with the sun low on the horizon to your right. Inside the standing stones I put a .25 thick and 22.0 high solid brushes angled to block as much sun as possible.
[ATTACH=CONFIG]2064[/ATTACH]
And here I have the result, a dark light gem when standing with the boulder between me and the sun. The thing I need to work on a bit is how the get the ground look darker, but that may just be because I have the solid too high.
[ATTACH=CONFIG]2065[/ATTACH]
qolelis on 4/12/2014 at 17:32
Quote Posted by LarryG
Here, I have an area with the sun low on the horizon to your right. Inside the standing stones I put a .25 thick and 22.0 high solid brushes angled to block as much sun as possible.
Right, that could work for my cliffs.
Quote Posted by LarryG
The thing I need to work on a bit is how the get the ground look darker, but that may just be because I have the solid too high.
Shouldn't Immobile set to TRUE on the object take care of that? It does for me, at least.
Yandros on 4/12/2014 at 18:05
That will make the objects cast shadows on the ground, yes, if that's what Larry means by making the ground darker.
LarryG on 4/12/2014 at 18:39
I have Object System > Immobile on all the standing stones, but the shadows are not distinct on the ground. I don't know why. You have to be looking at your light gem to see if you are in shadow. You can't look at the ground and plan your path.