d123s404 Posted June 20, 2013 Share Posted June 20, 2013 Hello all! I've imported a few meshes I made from blender to create a simple level. The idea is to familarize myself with basic level building in ledwerks. The problem I encounter is that the lights don't seem to affect the imported mesh. In addition, I've set the ambience to be a dark blue, but it seems like the runtime doesn't have lighting or ambience at all. They are applied perfectly on a brush, but not on the imported meshes. Is there some sort of script that I have to apply before being able to bake the lighting? Or is this a glitch? Darkness Awaits seems to work perfectly fine, but mine doesn't. Here are some screenshots of what the level looks like in editor and outside of editor: And at runtime: Quote Link to comment Share on other sites More sharing options...
ESP Posted June 20, 2013 Share Posted June 20, 2013 What shaders are you using? Robin Quote Programmer , Intel Quad core, NVIDIA GeForce GT 220, Windows 7 Pro, Galaxy Tab 2 ( 7" and 10"), LE2,LE3,3DWS Link to comment Share on other sites More sharing options...
d123s404 Posted June 20, 2013 Author Share Posted June 20, 2013 What shaders are you using? Robin On the materials, everything is set to "diffuse+normal+specular". I've tried setting everything to cast dynamic shadows, and then tried again with static shadows. Neither worked. Quote Link to comment Share on other sites More sharing options...
beo6 Posted June 20, 2013 Share Posted June 20, 2013 I think lightmap baking does not work with imported models at the moment. You need to use CSG Quote Link to comment Share on other sites More sharing options...
d123s404 Posted June 20, 2013 Author Share Posted June 20, 2013 Is CSG the built in brush system? Also, how did Darkness Awaits shade their pillars? I highly doubt that those are not imported. Quote Link to comment Share on other sites More sharing options...
cassius Posted June 20, 2013 Share Posted June 20, 2013 My imported models light ok. I found it difficult to locate the lights where I wanted them and at first they did not show up.. The editor is quite dark to work with and at first my lights were not where I thought they were. Could that be the problem? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
d123s404 Posted June 21, 2013 Author Share Posted June 21, 2013 It doesn't seem to be. With a directional light, the position of the light shouldn't matter as far as I understand. What I notice is when I add a light map, everything brighten's up without real lighting, where as removing it makes everything dark, but I'm still not getting the kind of lighting that Darkness Awaits has, where moving a light shows the changes to the pillars in real-time. Quote Link to comment Share on other sites More sharing options...
Rick Posted June 21, 2013 Share Posted June 21, 2013 Looks like the columns have a lightmap texture assigned. Quote Link to comment Share on other sites More sharing options...
d123s404 Posted June 21, 2013 Author Share Posted June 21, 2013 It's definitely something wrong with the way I setup my materials. I applied the Darkness Awaits brick material to my wall and it lights up perfectly. I think I'll have to look into setting up materials. Thanks for the responses guys! Quote Link to comment Share on other sites More sharing options...
Admin Posted June 21, 2013 Share Posted June 21, 2013 When you generate a material, select "Dynamic" for models and "Lightmapped" for brushes. 1 Quote Link to comment Share on other sites More sharing options...
d123s404 Posted June 21, 2013 Author Share Posted June 21, 2013 Hmm. I guess I'll try remaking the materials. Quote Link to comment Share on other sites More sharing options...
d123s404 Posted June 21, 2013 Author Share Posted June 21, 2013 Sorry for the double post, but it's fixed! Thanks to everyone who responded. I had to create the material as Dynamic to solve the problem. What I did before was reuse the same materials that I created for the brushes as static and switched it to dynamic in the material editor, which didn't seem to have an effect. Quote Link to comment Share on other sites More sharing options...
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