Lights not illuminating the ground?

Post » Sun Aug 08, 2010 8:14 pm

I have a few lights that move around with the player, but they don't illuminate the ground like the pipboy light does. By ground, I mean specifically exterior ground and grass that isn't street, rubble, or other handplaced stuff. Interiors are working fine. Anybody have info about this and how to fix my lights?
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DAVId Bryant
 
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Post » Sun Aug 08, 2010 6:57 pm

I don't fully understand, are you saying that the light illuminates Some exterior models and not others?

Have you tried increasing the intensity of the lights that move around with the player?

I don't know if this is something you can fix, it sounds to me that if it's working indoors and on some objects outside, then it's working as good as it's going to. Some pictures would help.

Miax
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trisha punch
 
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Post » Sun Aug 08, 2010 8:08 am

In this mod I have a string of lights set up in front of the player so it looks sort of like a flashlight. I'm not sure if this is 100% correct, but to me it looks like the ground generated by the heightmap is not being lit, while everything else is. Here are some pictures:

A piece of the ground is dark, between two pieces of the ground which are properly illuminated.
http://i1010.photobucket.com/albums/af222/documn/ground1.jpg

The seesaws are lit up, but the ground is not.
http://i1010.photobucket.com/albums/af222/documn/ground2.jpg

The wall is lit, but the ground is not.
http://i1010.photobucket.com/albums/af222/documn/ground3.jpg


Also, here's another graphical glitch I'm getting. The first picture is with my lights off - the scene looks normal. The second picture is with my lights on - note how the edges of the windows, the paper on the ground, and a small bit between the railroad tracks are dark.
http://i1010.photobucket.com/albums/af222/documn/lightoff.jpg
http://i1010.photobucket.com/albums/af222/documn/lighton.jpg
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Kat Ives
 
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Post » Sun Aug 08, 2010 10:11 am

This looks alot to me like nothing is wrong (other than the brightness of the light). Have you tried increasing the Radius of the lights themselves? Not talking about intensity but rather Radius (hitting L in the GECK shows you a sphere for every light which represents it's radius). You can select the light, hold down shift and drag the radius in or out to make the light project farther. Note that as you make the radius bigger, the light will appear brighter close-up because of that (even if you use a dim light to start with).

If the radius on your lights is big, then there is nothing wrong and your simply seeing the limits of shadow project in the Gamebroyo engine.

Miax
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Marcin Tomkow
 
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Post » Sun Aug 08, 2010 10:28 pm

Is this your own worldspace? I have seen light look very odd on the landscape. I was thinking that may have to do with LOD but have not tested my theories yet.

You might also look at the pipboy 'light' object to see how its set up.
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Loane
 
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Post » Sun Aug 08, 2010 5:25 pm

The screens are from Falls Church, but it seems to happen in any exterior.

I checked the Pipboy light (PipBoyLight640) but there doesn't seem to be anything special about the light settings. BUT, there does seem to be something regarding the pipboy spell or spell effect that makes it illuminate the ground. I edited the PipLight spell effect to use one of my lights, and it works - it illuminates the ground like it should.

Some background info that I found out while doing this, which you may or may not already know:
SPEL PipBoyLight has one effect. The effect is MGEF PipLight. On this effect there is a field where you can choose a light. By default it uses LIGH PipboyLight640.

All that being said, anybody know why the light should work when attached to MGEF PipLight? In my mod I'm using a string of references taken from my LIGH base objects, but since that's not illuminating the ground like I want it to, it looks like I might have to do something more drastic, like making a string of invisible actors and giving them custom SPELs that use MGEFs similar to the PipLight MGEF.
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Meghan Terry
 
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