Einlander Posted April 2, 2014 Share Posted April 2, 2014 Basically make a large enclosed room, add a directional light on the outside, and the light will bleed through the joints to the inside. Sorry the image is very dark. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted April 2, 2014 Share Posted April 2, 2014 There was a post about this before. If you haven't already, please search the forums. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 2, 2014 Share Posted April 2, 2014 What to search ? What was the title ? Perhaps we could have some pinned in Bug Reports : known issues Quote Stop toying and make games Link to comment Share on other sites More sharing options...
gamecreator Posted April 2, 2014 Share Posted April 2, 2014 http://www.leadwerks.com/werkspace/topic/8248-lighting-what-can-i-do-about-light-that-bleeds-through-walls/ http://www.leadwerks.com/werkspace/topic/9061-incorrect-lightning-shadowing/ Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 2, 2014 Share Posted April 2, 2014 This is how I ended up fixing it. Say my wall went up 9 "blocks" and the ceiling was the 10th block. I simply made the ceiling not extend as far, and the wall went up to the ceilings height instead. This blockedthat bad section where light was getting in. If that was clear as mud, imagine you're looking at a room from a top down view. The 4 walls surround the ceiling brush, rather than the ceiling brush overlapping the 4 walls. That's how I fixed it. Seems to be the anwser so. Should be pinned or on some BSP manual doc. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted April 2, 2014 Share Posted April 2, 2014 Had this problem in all versions up to now. People say use thicker walls.Didn;t work. The best I could do was rotate directional light to minimise 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...
Admin Posted April 2, 2014 Share Posted April 2, 2014 I can't see how thick the ceiling is, but this looks like normal behavior. If you have a very thin wall, the shadow map resolution will not be high enough to prevent light from coming in like that. Quote Link to comment Share on other sites More sharing options...
Einlander Posted April 2, 2014 Author Share Posted April 2, 2014 I understand the wall thickness, but when you use a csg to create a building walls that approach 1wu starts to get huge unless we are scalling everything in the world up. This scene I can get away with vastly thicker walls, but I have a building that is made up of brick that needs to be the depth of a read brick. Are the World:SetLightQuality, and DirectionalLight->shadowstagerange[3] exposed to lua? Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 2, 2014 Share Posted April 2, 2014 Are the World:SetLightQuality, and DirectionalLight->shadowstagerange[3] exposed to lua? I don't knwo but choosing them in Options menu will be taken account when running your Lua game. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Einlander Posted April 2, 2014 Author Share Posted April 2, 2014 That's good, I'll try it out when I get some time. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 3, 2014 Share Posted April 3, 2014 I understand the wall thickness, but when you use a csg to create a building walls that approach 1wu starts to get huge unless we are scalling everything in the world up. This scene I can get away with vastly thicker walls, but I have a building that is made up of brick that needs to be the depth of a read brick. Are the World:SetLightQuality, and DirectionalLight->shadowstagerange[3] exposed to lua? You should assume the user might set these to the lowest possible values. I don't know what a "wu" is? Some unit of measurement? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Einlander Posted April 3, 2014 Author Share Posted April 3, 2014 (edited) wu= World Unit. The actual world size of a editor measurement. Grid unit is the grid based measurement of an object . But I assume Leadwerks uses 1grid unit = 1 meter? I tend to use alot of hammer / source engine terms since I've mad server mods for some games.EDIT:Got some turns swapped around, Fixed. Edited April 3, 2014 by Einlander Quote Link to comment Share on other sites More sharing options...
Einlander Posted April 3, 2014 Author Share Posted April 3, 2014 Finally had some time to take a look at my map. Added self.world:SetLightQuality(2) to app.lua and things look a lot better. I guess I can remedy some of the small areas by breaking up long corridors, or scripting the light to turn off when they reach a certain area. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 3, 2014 Share Posted April 3, 2014 I really recommend against relying on the light quality setting or hacks like that. 1 meter sounds very excessive. I'm thinking more like 0.25 meters. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
DudeAwesome Posted April 3, 2014 Share Posted April 3, 2014 Finally had some time to take a look at my map. Added self.world:SetLightQuality(2) to app.lua and things look a lot better. I guess I can remedy some of the small areas by breaking up long corridors, or scripting the light to turn off when they reach a certain area. what is that function? there is no entry in the api in the world class Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
YouGroove Posted April 3, 2014 Share Posted April 3, 2014 @DudeAwesome : already requested for Lua http://www.leadwerks.com/werkspace/topic/9283-options-video-acces-from-lua/ Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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