Dynamic Light problem..
Blitz3D Forums/Blitz3D Programming/Dynamic Light problem..
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..I did level with lightmap.. now I want to make additional effect with dynamic lights (flickering) on places where light comming from torches...I create just one light and position it a little bit higher than torch, but its seems that dynamic light not affecting lightmapped surface, or I'm doing something wrong..in order to make flickering, I put this in main loop glow#=Cos(MilliSecs()) lum#=(Abs(glow*Sin(glow))*255)*0.8 LightColor Light_Source1,220+lum,160+lum/2,100+lum/3 LightRange Light_source1,((lum*1.8)+232) ..any help?? |
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Your lightmapped surface(s) are probably set to 'fullbright', so will not be affected by vertex lights. |
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how to fix this big10p? Do I have to go back and export again from 3DSMAX and check settings, or I can do that in Blitz?? |
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Sorry, NA - this isn't really an area of my expertise. However, as I understand it: mixing static lighting (lightmaps) with dynamic lighting (vertex lights) is troublesome. When using a lightmap, you want the lightmap alone to define the lighting, which is why lighting is 'turned off' on a lighmapped level by making it fullbright. Having a lightmapped level also be affected by vertex lights looks plain wrong, I understand. I think you need to come up with a different method to show the torch flicker. Apha'd decal sprites, maybe? I don't really know TBH - as I say, not really my area. :) |
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..ok..I fix it...I did what you suggest, just disable fullbright flag, and everythings working fine...coooll :) Looking much, much more better now.. |
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I managed to do this once, its a real mission to get the ballance right. If you have exported something from giles or cs you must set up a recursive functionm, to go through each branch of the mesh and turn the fullbright off. Also you must recreate a DX light for each light your lightmapper used to shadow it, in the same positions. (otherwise its too dark). Finally, i found this method is only really effective with subtle shadows. Shadows that are too dark will look weird, as they wont be lit by any non static lights (torches etc). |