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Face-per-Face lighting?
Posted: Tue Jun 22, 2010 7:34 pm
by GMer
How in reality factory would I have an actor (for use as scenery, not animated) be illuminated by a light according per face, and not be totally illuminated when the light passes over only the origin of the model?
Re: Face-per-Face lighting?
Posted: Wed Jun 23, 2010 6:06 am
by Veleran
The staticmesh does this.If you place a light above a terrain staticmesh you ll notice that the faces nearest to the light are much brighter.
A new sunlight entity that could illuminate both bsp and actors would be handy.This way there would be no light falloff.
Re: Face-per-Face lighting?
Posted: Wed Jun 23, 2010 10:36 am
by QuestOfDreams
The sunlight entity should be able to illuminate a static mesh, however, you need to make the skybox (which you need for the sunlight entity to work at all) large enough so it does not collide with the rays of light (it's a PITA to exclude the skybox from collision detection and hence it's not implemented yet).
Edit:
Probably I should metion that the lighting of static mesh entities is only for static lights.
Re: Face-per-Face lighting?
Posted: Wed Jun 23, 2010 6:43 pm
by GMer
Doesn't work with dynamic spotlights though...

All well, I can work around that.
Re: Face-per-Face lighting?
Posted: Thu Jun 24, 2010 6:03 pm
by Veleran
You still need to add a second standard light for the pawns and staticentities and that light will cast rays spherically instead of one direction only -not to mention it ll also have a falloff and you need to set the light radius to 30000 to have all pawns and staticentities lit the same.
I dont complain, i just say what you usually have to do in big outdoor levels.
Re: Face-per-Face lighting?
Posted: Thu Jun 24, 2010 6:52 pm
by GMer
Good thing I'm not doing large outdoor levels then.
My game is going to have Pandorum-stype environments (except without the ooga people).