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Updated: SE49 acting weird?

User is offline   Awesomebob 

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#1

What is the difference between shading walls / sectors / sprites vs. adjusting the visibility? Seems that the Polymer lighting affects both equally. Would this be a good workaround for large areas lit by the polymer lighting, to avoid hand shading everything?

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This post has been edited by Awesomebob: 10 September 2010 - 03:01 PM

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User is online   Micky C 

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#2

If the visibility is what I think it is then it's basically making everything beyond a certain distance pitch black, although the transition is much more gradual for the software renderer. When a sector, wall etc... has a darker shade, it becomes darker at a closer distance to the player than a sector with a lighter shade, as a result of the visibility. The visibility can be adjusted in renderer setup with the "ambient light" slider.

Yes polymer lights are a fast, effective, and good looking way to light levels, and lights look much better on darker surfaces. So if you want to light a level with dynamic lights, you'd want to select everything, then give everything a darkish shade before putting in spotlights and pointlights as you see fit.

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User is offline   Awesomebob 

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#3

Thanks Mickey. After playing around a bit, shading works better with the polymer lighting than visability.

New stuff. I have a SE49 that won't cooperate (?).
In the attached SS, you see a doorway. One side is lit, one is not. The red dot is where I placed the sprite. Is there a way to get the SE to light both sides? Everything else is great.

EDIT: Helps if I attach the SS :)

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  • Attached Image: duke0000.jpg


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This post has been edited by Awesomebob: 11 September 2010 - 06:46 AM

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User is online   Micky C 

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#4

Can you attach the map with the problem?

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
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User is offline   Awesomebob 

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#5

Sure thing.

Requires duke plus.

Attached File(s)

  • Attached File  BFM.zip (20.74K)
    Number of downloads: 97


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This post has been edited by Awesomebob: 11 September 2010 - 06:49 AM

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User is offline   Mark 

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#6

Its nothing you did. Take a look at the light pattern. Something has caused it to go on an angle. I deleted your SE and put another on and have the same problem. You might want to post this problem in the Polymer problems area of the forums.

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  • Attached Image: capt0000.jpg


This post has been edited by Marked: 11 September 2010 - 08:18 AM

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User is offline   Awesomebob 

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#7

View PostMarked, on Sep 11 2010, 09:17 AM, said:

Its nothing you did. Take a look at the light pattern. Something has caused it to go on an angle. I deleted your SE and put another on and have the same problem. You might want to post this problem in the Polymer problems area of the forums.

Unrelated question: How do you get polymer to work in mapster? I do the setrendermode 4 but I never got the lighting effects to look like that.

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This post has been edited by Awesomebob: 11 September 2010 - 08:40 AM

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User is offline   Commando Nukem 

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#8

View PostAwesomebob, on Sep 11 2010, 09:30 AM, said:

Unrelated question: How do you get polymer to work in mapster? I do the setrendermode 4 but I never got the lighting effects to look like that.

Related: Earlier in the map I had some problems in that area (spider lines). I thought I fixed the problem, but it may still be there. I'll pull the sectors apart and see if they're doing weird things.


hit x plus ' to turn on lighting mode.

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User is offline   Awesomebob 

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#9

View PostCommando Nukem, on Sep 11 2010, 09:35 AM, said:

hit x plus ' to turn on lighting mode.


I'll bet you that's in the mapster key, and I just didn't see it :) Thanks.

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User is offline   DavoX 

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#10

For some reason I can't see the lights in mapster...
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