Ns 2.0 Fgd Problem

MendaspMendasp I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
edited August 2003 in Mapping Forum
<div class="IPBDescription">Weird lighting problem</div> I was using the new FGD included with 2.0 and after compiling I saw that all my doors were not lighted properly, I switched to my old fgd and they were lighted properly again, I'd really like to use the new fgd, so, anyone knows why does this happen? :\

I've attached a example pic below

Thanks in advance <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    perhaps it has to do with the zhlt lightflags
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited August 2003
    <!--QuoteBegin--Asraniel+Aug 12 2003, 10:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asraniel @ Aug 12 2003, 10:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> perhaps it has to do with the zhlt lightflags <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I tested that, and... no, zhlt_lightflags has nothing to do (I have tried setting it to 0, but it was still doing that)

    Ok, if I redo the brush and do the entity with the new 2.0 fgd it doesn't happen, it just happens when I compile using the new fgd, but the entities were done with the old one...

    Well, it looks like I'll have to redo lots of entities :|
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Very very interesting problem....I would love to hear this one explained (by an "expert").
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    i think the 2.0 pic looks better.
    when he door moves with that static light on it it look wrong.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited August 2003
    Is your env_gamma still the same? it looks like its just set to a lower value in the second pic. That or you just moved the door a bit further away form the light source.
  • RivalRival Join Date: 2002-09-02 Member: 1264Members
    <!--QuoteBegin--Ollj+Aug 13 2003, 12:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 13 2003, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->when he door moves with that static light on it it look wrong.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Good point, but the picture is only an example, it may look fine on his map
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    The door seems to be blocking the light source (it's casting a shadow on the entire end of the room), so are you sure you haven't changed the lightflags? Also, the lighting seems to be a bit lighter on the 2.0 version.

    I can't see how using a different fgd could change anything, except that the default values might be different.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I think you should uh.. run some detailed tests, but I recon this needs attention from the developers. Sub standard lighting technicalities aren't acceptable.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Wow, I've heard a lot about lighting and the light flags but I have no idea how the whole level can look the same except for brush entities <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    Do FGD files set compile tool options? Guess no, and even if there is neither a compile tools option nor a light flag that would effect the reflectiveness of only this door. Where is this Cagey guy? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    At least the light calculation seems to be affected... or ... wait. If you use the console command 'gamma' in-game I think exactly that would happen, but maybe only on models not on all entities. hmm... very confusing.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I already fixed this, let this thread die, please. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    It's better if you post what the solution was.
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