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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Dynamic lighting problem (with video!)

Author Topic: Dynamic lighting problem (with video!) (11 messages, Page 1 of 1)
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Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Feb 27, 2014 10:51 PM    Msg. 1 of 11       
I have been building a map with destructable ceiling lights that use dynamic lighting. So when they get destroyed, they will plunge the player into darkness. They worked perfectly when I had 12, but then after I doubled it, this began to happen:

http://www.youtube.com/watch?v=ZGyzwkvGszY&feature=youtu.be

and it only happens with the lights at the one side of the map, not all of them. The first 12 seem to be prioritzed over the next 12.

Each light has three markers with a light coming out of them, and if i look away from them, they unrender. I've messed around with the bounding radius and render bounding radius but they don't seem to help. any ideas?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 28, 2014 09:17 AM    Msg. 2 of 11       
Have you tried reducing render distance for lights? And one dynamic light would be enough for each light.
Edited by altis94 on Feb 28, 2014 at 09:18 AM


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Feb 28, 2014 04:22 PM    Msg. 3 of 11       
Wait, so having too much of the render distance for the lights affects the lighting? I changed the render distance like you said and it seemed to completely fix the lighting problem. I changed the amount of marker lights to one each and bumped up the radius too, but it didn't seem natural. So i looked at some other light files and they all used the radius modifier, so i put it to 0-1 and it now works perfectly. But what I still don't understand is why having too much render distance is a bad thing? And thanks so much for putting me on the right path!


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 28, 2014 05:12 PM    Msg. 4 of 11       
I think there is a limit of how many dynamic lights can be rendered at once (there are limits for everything...)

The map looks really interesting by the way.


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Feb 28, 2014 07:45 PM    Msg. 5 of 11       
I don't know if you remember this, but its the interior for a Prowler I made a while back.





I will update the model since my modeling skills have improved since then lol and the ship is supposed to be 10 times bigger too lol.

http://www.youtube.com/watch?v=fargsbqlTFM&feature=youtu.be

This will also be a multiplayer map where the players will fight inside the ship.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Feb 28, 2014 08:30 PM    Msg. 6 of 11       
Very nice job on it. About the lighting problem, made a lightmaps totaly dark and create a lights for appear and disapear like in horror game, it would be fun :)


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 28, 2014 08:35 PM    Msg. 7 of 11       
You should really test it online and see how well it works on client side. There might be some syncing issues.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 4, 2014 04:44 PM    Msg. 8 of 11       
Cutoff angles.


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Mar 4, 2014 10:05 PM    Msg. 9 of 11       
Please tell me those textures are placeholder.


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Mar 5, 2014 02:38 AM    Msg. 10 of 11       
lol the textures on the prowler exterior are temporary (I'm not too good at creating textures! lmfao and I can't get the bump map working for some reason on the interior ones...).


ZOBI3KING
Joined: Dec 25, 2012

Look at me, I'm the captain now.


Posted: Mar 5, 2014 07:41 PM    Msg. 11 of 11       
If you don't mind, could you send me your textures as .pngs, I need some practice making textures and this could do just fine.

 

 
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