Shard Posted December 6, 2009 Share Posted December 6, 2009 As stated before, Lua now loads all the lights in Leadwerks. I've found that directional and ambient lights are not loading automatically. Even though the point and spot work just fine without the need for processing. I've also tried to load them using a Process Scene but it doesn't recognize any of the class names. //Directional light else if (classname=="light_directional") { light=CreateDirectionalLight(this->level->GetScene()); SetEntityMatrix(light,GetEntityMatrix(entity)); CopyEntityKeys(entity,light); HideEntity(entity); entity=light; } Am I doing something wrong or is something up with the engine? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
AndyGFX Posted December 6, 2009 Share Posted December 6, 2009 You have to create ini file for this two entities with your default values. Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
Shard Posted December 6, 2009 Author Share Posted December 6, 2009 You have to create ini file for this two entities with your default values. A what? Do I need to parse them in code and then interpret them myself? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
AndyGFX Posted December 6, 2009 Share Posted December 6, 2009 When you look inside folder Models/Entities/Light, you have ini file only for Point and Spot light, for Ambient and Directional misssing. When you need parse classname like above - create missing ini file light_directional.ini and light_ambient.in with classname="light_directional" and classname="light_ambient". Note: Because you have scene created with this lights, you need fix (add classname to entity in sbx file) manualy or remove it and drag to scene again, then will be classname added to scene. Quote [HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64 [sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx Link to comment Share on other sites More sharing options...
Shard Posted December 6, 2009 Author Share Posted December 6, 2009 When you look inside folder Models/Entities/Light, you have ini file only for Point and Spot light, for Ambient and Directional misssing. When you need parse classname like above - create missing ini file light_directional.ini and light_ambient.in with classname="light_directional" and classname="light_ambient". Note: Because you have scene created with this lights, you need fix (add classname to entity in sbx file) manualy or remove it and drag to scene again, then will be classname added to scene. Thanks for replying, AndyGFX. Three questions. 1) The ini file is just a text doc with a different extension, right? 2) What are the default values I should put in the ini file? 3) I'm having a little trouble parsing the name: http://leadwerks.com/werkspace/index.php?/topic/274-parsing-from-a-scene-with-2-3-editor/page__gopid__2351entry2351 Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
macklebee Posted December 6, 2009 Share Posted December 6, 2009 Three questions. 1) The ini file is just a text doc with a different extension, right? 2) What are the default values I should put in the ini file? 3) I'm having a little trouble parsing the name: http://leadwerks.com/werkspace/index.php?/topic/274-parsing-from-a-scene-with-2-3-editor/page__gopid__2351entry2351 1) yes 2) add this and save as light_directional.ini inside the folder for the directional light gmf: color=255,255,255,255 intensity=1 range=10 resolution=2 linearoffset=0.31,0.4,0.7 shadowdistance=6.0,20.0,100.0 inversesquarefalloff=1 3) answered it already Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Shard Posted December 6, 2009 Author Share Posted December 6, 2009 1) yes 2) add this and save as light_directional.ini inside the folder for the directional light gmf: color=255,255,255,255 intensity=1 range=10 resolution=2 linearoffset=0.31,0.4,0.7 shadowdistance=6.0,20.0,100.0 inversesquarefalloff=1 3) answered it already Thanks, macklebee. After doing as you said, I ran the program and got a shadow rendering error which a Frapped for you: http://www.youtube.com/watch?v=G6yd85tgP70 Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
macklebee Posted December 6, 2009 Share Posted December 6, 2009 After doing as you said, I ran the program and got a shadow rendering error which a Frapped for you: http://www.youtube.com/watch?v=G6yd85tgP70 You need to adjust your shadowdistance, shadowmapsize, and possible the shadowoffset. Play with the numbers until you get something that works for you... but essentially, what you see in the Editor should be what you are getting in your program. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
macklebee Posted December 6, 2009 Share Posted December 6, 2009 what you need to do is delete all of your lights in your scene and recreate them... there could be an issue of older stuff conflicting with the newer INI config settings... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 6, 2009 Share Posted December 6, 2009 Using the code on this Thread DL, Spot, Directional and ambient all parsed and loaded with loadscene: Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted December 6, 2009 Share Posted December 6, 2009 Using the code on this Thread DL, Spot, Directional and ambient all parsed and loaded with loadscene: hehe... this is your post shard! someone's not reading very closely Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Shard Posted December 6, 2009 Author Share Posted December 6, 2009 You need to adjust your shadowdistance, shadowmapsize, and possible the shadowoffset. Play with the numbers until you get something that works for you... but essentially, what you see in the Editor should be what you are getting in your program. Can I get an example of the values you generally use? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Shard Posted December 6, 2009 Author Share Posted December 6, 2009 Using the code on this Thread DL, Spot, Directional and ambient all parsed and loaded with loadscene: hehe... this is your post shard! someone's not reading very closely I did exactly as that code said but the directional light didn't appear until I created the ini file. The problem now is figuring out why the shadows are doing what they are doing. http://www.youtube.com/watch?v=G6yd85tgP70 Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
macklebee Posted December 6, 2009 Share Posted December 6, 2009 Can I get an example of the values you generally use? so far the settings in the ini file i gave you seem to be working just fine for me... you could try using the values found in the wiki explanation examples for SetShadowmap/SetShadowdistancce etc... and see if those work out better for you... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Shard Posted December 6, 2009 Author Share Posted December 6, 2009 what you need to do is delete all of your lights in your scene and recreate them... there could be an issue of older stuff conflicting with the newer INI config settings... Nope, didn't help. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
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