HELP, STATIC MESH & FLASHLIGHT NOT WORKING!!!

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GMer
Posts: 329
Joined: Thu Oct 25, 2007 4:49 pm
Location: On the rock in the 3rd solar orbit.

HELP, STATIC MESH & FLASHLIGHT NOT WORKING!!!

Post by GMer »

I used the flashlight script here: viewtopic.php?f=8&t=490
When it shines on a Static Mesh, it is not illuminated! What can be going on?
Here are some screenshots that display what I am talking about:

Here the flashlight doesn't shine on the StaticMesh:

http://gallery.filefront.com/GMer56//1168485/

While here it shines on the level geometry fine:

http://gallery.filefront.com/GMer56//1168484/

For the flashlight I am using the DSpotlight entity.
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!

Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
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Juutis
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Location: Finland

Re: HELP, STATIC MESH & FLASHLIGHT NOT WORKING!!!

Post by Juutis »

AFAIK, StaticMeshes don't calculate the lighting from dynamic lights. Only static lights. So I'm afraid you can't fix this without tinkering with the source code.
Pain is only psychological.
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GMer
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Joined: Thu Oct 25, 2007 4:49 pm
Location: On the rock in the 3rd solar orbit.

Re: HELP, STATIC MESH & FLASHLIGHT NOT WORKING!!!

Post by GMer »

Darn... :cry:
Is there another way to make a flashlight that a StaticMesh could calculate the light from?
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!

Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Veleran
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Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: HELP, STATIC MESH & FLASHLIGHT NOT WORKING!!!

Post by Veleran »

If it was a staticentityproxy (instead a staticmesh entity) is made of small pieces,when the flashlight is near some of them,the meshes will flash.
There is a drawback in this:It it is a terrain,subdivided in quads,the flashing quad might show seams with the neighbouring terrain tiles which remain unlit.

You can vertex edit the staticmesh to be slightly smaller and use it only as collision,inside the staticentityproxy.
The collision mesh has no need of diffuse bitmaps,or receive light-and may use optimized settings.

If the s.e.p. and teh staticmesh are of the same size and overlap neither would be rendered normally,and their faces would flicker.

Note,that the s.e.p. flash with no falloff-the whole actor,and thats one of the reasons to break a big s.e.p. mesh to smaller actors.
Whatever staticentity rootbone the flashlight reaches,will illuminate the corresponding staticentityproxy actor.
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