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ForumsShowcase → Somebody fix that light!
Somebody fix that light!
2006-01-10, 7:31 PM #1
It's too dark to see the X-Wing, let alone the hangar:

[http://www.jkhub.net/project/screens/project-140-3BErxialon_tn.jpg]

Ah, that's better, still need more light though...:

[http://www.jkhub.net/project/screens/project-140-oNVcgeEWzg_tn.jpg]

This is just too bright. (Still tweaking those dynamic lights)

[http://www.jkhub.net/project/screens/project-140-hEgoWU8g4I_tn.jpg]

Clicky here for more screenies, and a vid!
-Hell Raiser
2006-01-10, 7:37 PM #2
This project is coming along nicely. A tip on dynamic lights - Don't be afraid to use more then one. In hanger there would be numerous hanging lights. Let the 'lit' surface generate the light (give the surface an EXTRA LIGHT value before exporting the 3do).
"The solution is simple."
2006-01-10, 8:01 PM #3
I've already been experimenting with the dynamic lights since these shots, things are looking a bit better. (especially with a slight sector tint ;) ) I'll definatly have to go through the various 3dos and mark specific faces as fully lit. The Purply engine texture should be fully lit on the X-Wing, among other things in the cockpit.
-Hell Raiser
2006-01-10, 8:05 PM #4
What about making the engine texture have two cells. Use a cog to change the cell for rather the ship is landed (no-glow) or in-flight(w/glow).
"The solution is simple."
2006-01-10, 8:22 PM #5
Actually, I was thinking of having thing lights at each engine position, because I'm going to have an engine trail effect, and that'd take care of bright/dim engines.
-Hell Raiser
2006-01-10, 8:22 PM #6
In addition to that good idea, can't you make the X-wings have their S-foils close when landed, with landing gear extended as well?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-01-10, 8:24 PM #7
Yes, I already have animations for those exact things. :) (except landing gear, there weren't any in the model) However, I commented out the verbs in a debugging frenzy. You can see them in action in the various screenshots and the one vid before the newest one. :)

Is there a way I can adjust it so that the light fades away with it's distance? It kinda seems like you're either full bright when you're in range of the light, or dark when not.
-Hell Raiser
2006-01-11, 4:23 AM #8
Dynamic lights are full bright up to the last 1.25 (might be 2.5 for 3dos) jkus of their range, and for the last 1.25 (2.5 for 3dos?) they fade to black. The range of a dynamic light is 1.25 * the light value in its template, and twice that range for 3dos.
(3dos are lit further than level vertices)
Air Master 3D (my iPhone game)
My Programming Website
2006-01-11, 5:57 AM #9
Which reminds me, MotS still doesn't have proper lighting which also affects things... or at least I've never got it there.

Oh, and good job!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2006-01-11, 11:46 AM #10
Originally posted by Sige:
Dynamic lights are full bright up to the last 1.25 (might be 2.5 for 3dos) jkus of their range, and for the last 1.25 (2.5 for 3dos?) they fade to black. The range of a dynamic light is 1.25 * the light value in its template, and twice that range for 3dos.
(3dos are lit further than level vertices)


If you give all of the 3do's surfaces an EXTRA LIGHT value of 0.1 or so, it'll prevent them from becoming totally black. This is also more natural since light generally bounces around a bit until it is completely 'absorbed.'
"The solution is simple."
2006-01-11, 2:13 PM #11
Something I noticed is that even in situations where a 3do should receive no light at all (no sector or dynamic lighting), 3dos will still be lit a small amount. It's hard to see. I don't know if putting a 3do into a sector with negative light would be able to make a 3do completely unlit...anyway, just some trivial information :)
Air Master 3D (my iPhone game)
My Programming Website
2006-01-11, 2:16 PM #12
Originally posted by Sige:
Something I noticed is that even in situations where a 3do should receive no light at all (no sector or dynamic lighting), 3dos will still be lit a small amount. It's hard to see. I don't know if putting a 3do into a sector with negative light would be able to make a 3do completely unlit...anyway, just some trivial information :)


Not completely far fetched. A zero value in computer code is a positive number AND has a value...
"The solution is simple."
2006-01-11, 3:58 PM #13
Originally posted by Sige:
Something I noticed is that even in situations where a 3do should receive no light at all (no sector or dynamic lighting), 3dos will still be lit a small amount. It's hard to see. I don't know if putting a 3do into a sector with negative light would be able to make a 3do completely unlit...anyway, just some trivial information :)

You're not referring to the light value in the thing's template, are you? Because even after I remove that, things are not completely black unless their textures are black.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-01-11, 4:01 PM #14
I had it completly dark when messing with the dynamic lights. Everything was black except for my starfield sphere. (which has the faces full bright)
-Hell Raiser
2006-01-11, 4:24 PM #15
I mean that 3dos don't seem to ever be completely unlit, they always have a very, very small amount of lighting on them. You can barely see it (so monitor brightness/contrast may make it look black), and I didn't bother checking if there's any difference between software and hardware rendering (but I really don't think there will be). Like Emon said, unless the thing's texture is dark colored, it won't be completely unlit.


Dynamic lights also won't light up stuff unless it is in the sector that the light is in, or in a sector immediately connected to it.
Air Master 3D (my iPhone game)
My Programming Website
2006-01-11, 4:32 PM #16
Methinks a new deck texture is in order, despite the fact that that's not really what this thread is about. Just a suggestion :D.
2006-01-11, 5:53 PM #17
A new deck texture? Blasfamee. :p
-Hell Raiser
2006-01-12, 1:19 AM #18
[http://www.jkhub.net/project/screens/project-140-IlDWE2W53s.jpg]

Just fooling around in the ISD Hangar, while Rebel Scum blow it to bits. :D
-Hell Raiser
2006-01-12, 3:13 AM #19
Thats oh-so sexual, i think i may need a tissue. >.>
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-01-12, 6:08 AM #20
Dang... that's some great work there!!!

Keep going! :D
ORJ / My Level: ORJ Temple Tournament I
2006-01-12, 11:31 AM #21
There needs to be more crates. Everyone knows the secret to an awesome level is a massive number of crates.
2006-01-12, 11:51 AM #22
crates and conc rifles...

O_o
If you choose not to decide, you still have made a choice.

Lassev: I guess there was something captivating in savagery, because I liked it.
2006-01-12, 2:34 PM #23
God the lighting on that TIE is sexy.
"Well ain't that a merry jelly." - FastGamerr

"You can actually see the waves of me not caring in the air." - fishstickz

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