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Re: Highlighted models on the level
[Re: ]
#376001
06/29/11 10:02
06/29/11 10:02
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Joined: Oct 2008
Posts: 681 Germany
Ayumi
User
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User
Joined: Oct 2008
Posts: 681
Germany
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The PVR lightening is calculate by ground plane and other models, whose react with other models(cut?contract?react?...don t know, how to discribe it:D). Try to set UNLIT flag + material unlit(together)-(all models) Set a Ground Plane below.(Static block flat rendered) (and it doesn't need to, I guess, static lightning needs to affect on models, or am I wrong?)
you are wrong.
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Re: Highlighted models on the level
[Re: 3run]
#376116
06/30/11 07:45
06/30/11 07:45
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chris_oat
Unregistered
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chris_oat
Unregistered
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Well, how'd you fixed it? Could be helpful for others who did/will experiance the same problem.
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Re: Highlighted models on the level
[Re: 3run]
#376123
06/30/11 08:21
06/30/11 08:21
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Joined: Feb 2010
Posts: 68
mireazma
Junior Member
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Junior Member
Joined: Feb 2010
Posts: 68
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Why would a dynamic light pass through walls? (Haven't used one so far)
ERROR in communism.cpp, line 0: #include<god.h> was fatally missed.
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Re: Highlighted models on the level
[Re: mireazma]
#376136
06/30/11 09:46
06/30/11 09:46
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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I was setting "sun_light" to zero right before loading level in main script, and after loading level, I was calling function, which handles weather (fog, lods etc). I've made it long time ago, and I always just include it in my projects, I've completely forgot that I've set "sun_light" to 100 in that function. So, problem was simple as hell (problem was in me, I'm too inattentive). About dynamic lights, I think they pass through walls if you create them during run-time (calculating lights and so on, would be slow, if they don't pass), but I might be wrong.
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