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ForumsJedi Knight and Mysteries of the Sith Editing Forum → 3do light
3do light
2004-03-17, 4:26 PM #1
I have a level which is 3dos inside a big sector. All the 3dos are covered in 16 bit mats. My problem is lighting doesnt seem to afect my 3dos. I mean evan if I make the hole sector zero light and no dynamic lights the 3do stays at the same lightness.

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2004-03-17, 4:44 PM #2
Archi light affects 3d0s on a object level. In order to get realistic lighting on objects youll need to use dynamic lights. They are the "lightx.x" templates...

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2004-03-17, 5:12 PM #3
I believe it also possible to add lighting directly to the 3do object. I don't remember for sure though. I think I did so once... Lol. If not, yeah, dynamic lights, or apply the shading to the textures...

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2004-03-17, 5:55 PM #4
2-Dimentional 3do's (like sprite 3do's) are not effected by dynamic lighting. The 3do must exist in 3 dimentions and it must have at least 2 surfaces. That is the bare minimum. If it's a flat 3do (like a 3do sprite), then it must have a 3rd surface in an oriontation non-parallel to the other two surfaces.

Hope that made sense. [http://forums.massassi.net/html/smile.gif]

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[This message has been edited by Friend14 (edited March 17, 2004).]
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2004-03-17, 6:06 PM #5
wat about if it was a 3do generated by hell cats terrain generator. It only has surfaces on one side but it has about 750 surfaces.

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Rangi
2004-03-17, 7:20 PM #6
I believe he's saying for a 3do sprite, need another surface off at an angle, probably just use a triangle that's invisible, lol.

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Wolf Moon
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Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
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Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-03-17, 8:43 PM #7
Quote:
<font face="Verdana, Arial" size="2">Originally posted by a_person:
wat about if it was a 3do generated by hell cats terrain generator. It only has surfaces on one side but it has about 750 surfaces.

</font>


Those are fine as it's more then 1 surface that go off in all x, y, z, coordinate planes. The key point I was making, is that there should be an angle in JED that you look at the model and can't see a surface face (surface edge doesn't count).

Kinda difficult to exaplain.

Terrain should meet the requirements fine. I use a similier technique for my terrain and I haven't had any problems with it. Just use a large enough light source. You can add the value EXTRA LIGHT to the 3do and then put a value of 10 or some such in there.

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Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2004-03-17, 9:27 PM #8
Quote:
<font face="Verdana, Arial" size="2">Originally posted by a_person:
I have a level which is 3dos inside a big sector. All the 3dos are covered in 16 bit mats. My problem is lighting doesnt seem to afect my 3dos. I mean evan if I make the hole sector zero light and no dynamic lights the 3do stays at the same lightness.

</font>


Hm... Are you saying that the 3DOs are fully lit, in the 3D preview window?
Then, all is perfectly normal! JED's 3D preview ALWAYS show things in fully lit mode. But when playing, JK does give the objects the right lighting, I think, according to the light that is in the sector.

Hope I got that right...
Then again, if you don't want Dynamic light to give your things the right shade, you could always replicate the thing as sector archi. Meaning, have a thing somewhere and just cleave around it. I'm doing that in one of my levels, simply because if I kept the things that I have, I would hit the thing limit in no time at all...

/Edward
Edward's Cognative Hazards
2004-03-18, 3:37 AM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Edward:
Hm... Are you saying that the 3DOs are fully lit, in the 3D preview window?
Then, all is perfectly normal! JED's 3D preview ALWAYS show things in fully lit mode. But when playing, JK does give the objects the right lighting, I think, according to the light that is in the sector.
</font>


3do's are only lit by dynamic lighting.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Edward:
Hope I got that right...
Then again, if you don't want Dynamic light to give your things the right shade, you could always replicate the thing as sector archi. Meaning, have a thing somewhere and just cleave around it. I'm doing that in one of my levels, simply because if I kept the things that I have, I would hit the thing limit in no time at all...

/Edward
</font>


Bad idea. It's best to stick with 3do's. Use one of GBK's TCS cogs to eliminate the thing limit.

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Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2004-03-18, 3:59 PM #10
Quote:
<font face="Verdana, Arial" size="2">I have a level which is 3dos inside a big sector. All the 3dos are covered in 16 bit mats. My problem is lighting doesnt seem to afect my 3dos. I mean evan if I make the hole sector zero light and no dynamic lights the 3do stays at the same lightness.</font>


I've actually had the same issue in the past... I was designing custom 16-bit textured 3dos for player models, and when tested them in-game, some limbs appeared fully lit in my map (the map had only dynamic lighting and 16 bit texts). The other limbs were nice and properly shaded, while other remained fully lit even in pitch black areas. I fixed the problem... having tried various things. I wish I could remeber exactly which thing I did which ultimatly fixed it.

I now I tried resaving it with joke... try that first, thats easy.

I also tried scaling up the size the 3do in jed... reason being some non planar surfaces dont show up in the consistancy checker with small 3dos.

What does yer consistancy checker say, anyway? Any errors?

If you want to email yer 3do, Id be more than happy to take a look at it for you. Im interested to find out the cause of this phenomenon, as lighted 3dos can be quite useful. We can harness there unseen powers, and take over the world! Or at least make some sweet maps... :P

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2004-03-18, 5:02 PM #11
[http://www.nigelsjkprojects.orcon.net.nz/dambit.JPG]

Thats a shot. the sector is at zero light. all the black things you see are other 3dos also covered in 16 bit textuers and they change light perfectly. But the mountain has no light change whatsover.

Heres some stats on the level:

sectors: 1
things: this doesnt matter its not my problem
dynamic lights: 1 but its in a far away place and its intesity is 0 and its range is 0.01 so thats not my problem.

the mountain thing has 30 meshes and it is all one 3do. And when i just opened my mountain 3do then in jed to check for errors it came up with a message saying Warning: Possible circular hierarchy! Node LAYER0
Warning: Possible circular hierarchy! Node LAYER0
Warning: Possible circular hierarchy! Node LAYER0
Warning: Possible circular hierarchy! Node LAYER0
Warning: Possible circular hierarchy! Node LAYER0
Warning: Possible circular hierarchy! Node LAYER0

But that was a message NOT a consitancy checker problem.

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Rangi
2004-03-18, 5:55 PM #12
Open the mountain 3do in Jed, and go into surface mode. Open up the Item Editor window (with +GEO and +FACEFLAGS etc)

Go down to the textbox "EXTRALIGHT". If it's set to 1 (or if it's not 0), this would be your problem. Select all the 3do surfaces and set "EXTRALIGHT" to 0.

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[This message has been edited by Darth Slaw (edited March 18, 2004).]
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2004-03-18, 6:37 PM #13
excelanty problem solved thanks alot darth slaw

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