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Posted: Tue Nov 21, 2006 11:05 pm
by scott
the only difference i can see between the left and right picture is that there seems to be shading in reality factory, try to make every colour option white, no shadows, not sure if it will work just a suggestion.

Posted: Fri Nov 24, 2006 5:30 pm
by psYco
Sorry its taken so long to reply but thanks for the idea scott, i did that and that seemed to get it a 'bit' whiter, so then I went and made some more bones and attached them to the model and assaighned them with Dynamic Lights this seems to work very well on the top half of the model (witch is now blindingly white) but the lower half is still being unco-operative and it makes no sence to me... Is it that dynamic lights dont work 'under' a model??? Or something random that im just not getting?

I really appreciate all the help so far and thanks but can any one tell me whats going wrong with this??? (see image below)

Image

Thanks :)

Posted: Fri Nov 24, 2006 7:31 pm
by Jay
I suppose the dynamic lighs under the ball are cut off by the floor. Try moving the ball a bit up.

Posted: Fri Nov 24, 2006 8:47 pm
by psYco
Ive moved it up and have already tried moving the bottom joints up and down, but to no avail... :(

Any other idea???

Posted: Fri Nov 24, 2006 8:47 pm
by QuestOfDreams
Using that many dynamic lights is certainly not a good idea...
Did you really set all colors to white (ambientcolor, fillcolor) and set ambientlightfromfloor = false?

Posted: Fri Nov 24, 2006 8:49 pm
by psYco
ummm no what is that??? I was talking about the lights defined in the Pawn ini file... How do you do what you said QoD? This sounds very promising :D Where are these things defined?

Posted: Fri Nov 24, 2006 8:55 pm
by QuestOfDreams
You define all these in the pawn.ini file

fillcolor = 255 255 255
ambientcolor = 255 255 255
ambientlightfromfloor = false

Posted: Fri Nov 24, 2006 9:13 pm
by psYco
WOW thanks QOD! I thought that white was 000 not 255 (wont make that mistake again) and that ambient from floor = false well i just didnt know bout that.

Well its working great now just that when you look directly at it it no longer applys these effects (it reverts back to the version that looks like a ball [ill includ a pic in the next edit])

Thanks anyway QoD! :D :D

Now i just gotta work out how to stop it from being all weird when you look at it...

:EDIT: Image :EDIT:

Posted: Fri Nov 24, 2006 9:30 pm
by psYco
OMG! OMG! :shock: :shock: I have no idea what just happend! I was busy looking at the ball (that is now nice and white [when your not looking straight at it in FPS]) and then while i was watching it and just walking up to it and stuff it suddenly became a bright white light! It was like the whole thing was one (the morphing field the mesh and the D light) it was like a blinding star, and [so long as you didnt look straight at the core in FPS when that would bring back the ugly not white ball] it was completely beacutiful and seemed to render perfectly as you would expect a spirit or soul to (in a representational symbolic kinda way) any way this star was there for only a few seconds before the music i was listening to cut out adn the computer crashed to the BSOD (bluescreenofdeath) at witch point i burst out laughing...

Does anyone have ANY idea what that could have been? :?

Posted: Fri Nov 24, 2006 11:03 pm
by QuestOfDreams
Well its working great now just that when you look directly at it it no longer applys these effects
This is because crosshairs can highlight actors, in other words the actor's lighting settings get changed. Unfortunately this currently resets ambientlightfromfloor to true. You can control this behaviour for each weapon by specifying
allowlitcrosshair = false
in the weapon.ini file