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Topic: Lighting Problem |
Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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cybershot |
General Member Since: Dec 29, 2005 Posts: 944 Last: Mar 4, 2018 [view latest posts] |
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Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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Yorkshire-Rifles |
General Member Since: Mar 16, 2005 Posts: 272 Last: Apr 19, 2008 [view latest posts] |
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Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, May. 26, 2007 07:16 pm |
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Well I did the vclog, which was beyond mind numbing, and I still see bad lighting in DX9 on terrain and walls. The models all look fine so I am stumped as to why this may be happening. For setting during the Vclog I had these following things checked:
Compile BSP
Compile Lighting
Connect Paths
Fast
Verbose
ModelShadow
Then I went down checked the models collect dots thing and said make new grid, with which the game started and I started collecting all those little dots for an hour or so. When I got as many as I could I quit and then recompiled with the same settings only to be let down. One thing I did notice was that the grid file saved into the map_source folder and not the main maps folder so could that be causing the issue? The Grid file by the way is 332KB. Any help would be appreciated before I go mentally unstable ! |
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cybershot |
General Member Since: Dec 29, 2005 Posts: 944 Last: Mar 4, 2018 [view latest posts] |
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Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, May. 27, 2007 12:05 am |
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It is very hard to take a photo of the problem because it happens for only seconds at a time. Anyway what I mean by the bad lighting is the terrain and walls for a second or two turn green or purple when I try using DX9. The only way I was able to get rid of this annyoying effect was to take cull fog out of my GSC and use only exp fog or whatever it is but it looked horrible that way so that will not work. Could it be that it is just my pathetic excuse of a PC causing this because I only get like 2FPS while using DX9? Here is the script I used for fog and I added what you said but it still doesn't help.
Code: //fog
//setcullfog (5, 4000, 0.247059, 0.254902, 0.286275, 0);
setcullfog (5, 4000, 0.43, 0.43, 0.454, 0);
setCullDist (6000);
setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");
setsavedcvar("r_specularColorScale", "3.5");
setsavedcvar("r_cosinePowerMapShift", "-.17");
Also I have it rainning in the map, could that cause this problem?
edited on May. 26, 2007 08:06 pm by Ace008 |
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Yorkshire-Rifles |
General Member Since: Mar 16, 2005 Posts: 272 Last: Apr 19, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, May. 27, 2007 12:19 am |
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Might be an odd thing to ask Ace, but does you compiler fully finish or does it crash doing the lighting? If you have the Connect Paths option selected I find that the compiler just disappears when it ends - success or not.
Sometimes it'll crash from "out of memory" and close without informing you.
If you use the Bat file in downloads section from Stryder ( Here) it pauses after BSP and Lighting, letting you then see if it finished correctly or whether it failed at any point.
Just a thought.
And yep, I agree logfiles are "beyond mind numbing" and they all of those dots make my eyes go funny! |
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Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, May. 27, 2007 12:25 am |
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I already downloaded that bat file by Stryder and it is finishing for sure, it even says it is using the grid file, thanks for the idea though ! Also here is part of my FX file with the rain script I used in case that could be causing the effect.
Code: #include maps\_weather;
main()
{
precacheFX();
treadFX();
ambientFX();
thread rainControl(); // level specific rain settings.
thread playerWeather(); // make the actual rain effect generate around the player
// thread playerEffect();
}
rainControl()
{
// Rain
level._effect["rain_heavy_cloudtype"] = loadfx ("fx/misc/rain_heavy_cloudtype.efx");
level._effect["rain_10"] = loadfx ("fx/misc/rain_heavy.efx");
level._effect["rain_9"] = loadfx ("fx/misc/rain_9.efx");
level._effect["rain_8"] = loadfx ("fx/misc/rain_8.efx");
level._effect["rain_7"] = loadfx ("fx/misc/rain_7.efx");
level._effect["rain_6"] = loadfx ("fx/misc/rain_6.efx");
level._effect["rain_5"] = loadfx ("fx/misc/rain_5.efx");
level._effect["rain_4"] = loadfx ("fx/misc/rain_4.efx");
level._effect["rain_3"] = loadfx ("fx/misc/rain_3.efx");
level._effect["rain_2"] = loadfx ("fx/misc/rain_2.efx");
level._effect["rain_1"] = loadfx ("fx/misc/rain_1.efx");
level._effect["rain_0"] = loadfx ("fx/misc/rain_0.efx");
// controls the temperment of the weather
rainInit("hard"); // "none" "light" or "hard"
level waittill("light rain");
rainLight(15);
level waittill("no rain");
rainNone(30);
}
precacheFX()
{
//footstep fx
animscripts\utility::setFootstepEffect ("mud", loadfx ("fx/impacts/footstep_mud.efx"));
animscripts\utility::setFootstepEffect ("grass", loadfx ("fx/impacts/footstep_mud.efx"));
animscripts\utility::setFootstepEffect ("dirt", loadfx ("fx/impacts/footstep_mud.efx"));
animscripts\utility::setFootstepEffect ("concrete", loadfx ("fx/impacts/footstep_water.efx"));
animscripts\utility::setFootstepEffect ("rock", loadfx ("fx/impacts/footstep_water.efx"));
animscripts\utility::setFootstepEffect ("asphalt", loadfx ("fx/impacts/footstep_water.efx"));
level._effect["rain_heavy_cloudtype"] = loadfx ("fx/misc/rain_heavy_cloudtype.efx");
level._effect["rain_10"] = loadfx ("fx/misc/rain_heavy.efx");
level._effect["rain_9"] = loadfx ("fx/misc/rain_9.efx");
level._effect["rain_8"] = loadfx ("fx/misc/rain_8.efx");
level._effect["rain_7"] = loadfx ("fx/misc/rain_7.efx");
level._effect["rain_6"] = loadfx ("fx/misc/rain_6.efx");
level._effect["rain_5"] = loadfx ("fx/misc/rain_5.efx");
level._effect["rain_4"] = loadfx ("fx/misc/rain_4.efx");
level._effect["rain_3"] = loadfx ("fx/misc/rain_3.efx");
level._effect["rain_2"] = loadfx ("fx/misc/rain_2.efx");
level._effect["rain_1"] = loadfx ("fx/misc/rain_1.efx");
level._effect["rain_0"] = loadfx ("fx/misc/rain_0.efx");
animscripts\utility::setFootstepEffect ("mud", loadfx ("fx/impacts/footstep_mud_beltot.efx"));
//animscripts\utility::setFootstepEffect ("grass", loadfx ("fx/impacts/footstep_mud_beltot.efx"));
//animscripts\utility::setFootstepEffect ("dirt", loadfx ("fx/impacts/footstep_mud_beltot.efx"));
//animscripts\utility::setFootstepEffect ("concrete", loadfx ("fx/impacts/footstep_water.efx"));
//animscripts\utility::setFootstepEffect ("rock", loadfx ("fx/impacts/footstep_water.efx"));
//animscripts\utility::setFootstepEffect ("asphalt", loadfx ("fx/impacts/footstep_water.efx"));
level._effect["fogbank_large_duhoc"] = loadfx ("fx/misc/fogbank_large_duhoc.efx");
level._effect["fireheavysmoke"] = loadfx ("fx/fire/fireheavysmoke.efx");
level._effect["damaged_vehicle_smoke"] = loadfx ("fx/smoke/damaged_vehicle_smoke.efx");
level._effect["roadblock"] = loadfx("fx/explosions/barn_explosion.efx");
level._effect["roadblock1"] = loadfx ("fx/explosions/artilleryExp_duhoc_clifftop.efx");
level._effect["smoke_plumeBG"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
}
playerEffect()
{
player = getent("player","classname");
level.heavy_rain = true;
while(true)
{
playfx ( level._effect["rain_heavy"], player.origin + (0,0,650));
if (level.heavy_rain)
{
playfx ( level._effect["rain_heavy_cloudtype"], player.origin + (0,0,650));
// playfx ( level._effect["rain_mist"], player.origin + (0,0,350), player.origin + (0,0,380) );
}
wait (0.3);
}
}
Thanks again for helping!
edited on May. 26, 2007 08:26 pm by Ace008 |
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