Polymer lives again
#122 Posted 19 June 2016 - 12:32 PM
Drek, on 19 June 2016 - 12:07 PM, said:
Posting this again in case you missed it, quick edits and page turning and all...
Using dummytile, define the sprite to be close to the same size as the model in game.
#123 Posted 19 June 2016 - 12:32 PM
DREK. I'm pretty sure it is. I will double check. BRB
Yes. It is set to close to model size in the map. Even though I did it before I also tried wall and floor alignment along with setting one sided on and off.
This post has been edited by Mark.: 19 June 2016 - 12:43 PM
#124 Posted 19 June 2016 - 12:49 PM
Mark., on 19 June 2016 - 12:32 PM, said:
DREK. I'm pretty sure it is. I will double check. BRB
Yes. It is set to close to model size in the map. Even though I did it before I also tried wall and floor alignment along with setting one sided on and off.
Ok try this. Re export the model, with the origin 0,0,0 near center, then in the map pg up the sprite so that model is back where you want it, but the sprite is up where the lights hit it.
#125 Posted 19 June 2016 - 12:50 PM
#126 Posted 19 June 2016 - 12:56 PM
#127 Posted 19 June 2016 - 01:01 PM
Another oddity is that global illumination when firing a weapon lights up the model. It just doesn't want to respond to the point lights.
EDIT: I was about to replace the model with another one but then I remembered early on, maybe a month ago or more, I tried that already. The replacement lit up which led me to believe at that time it was a model problem. But from all the extensive testing I have done so far I still can't come to a 100 percent conclusion. The model is complicated enough that I don't want to make our guy rebuild it from scratch.
My brain hurts.
This post has been edited by Mark.: 19 June 2016 - 01:09 PM
#128 Posted 19 June 2016 - 02:54 PM
Mark., on 19 June 2016 - 01:01 PM, said:
Of course not, because the underlying sprite is what determines collision and hitscan and all that good stuff. Earlier you said that the lights affect it when the model is raised up. Pretty clearly, then, you have a positioning problem. But again, changing the model will not make any difference. I would start by turning models off in the menu (leave polymer on), and see where the actual sprite is. If it's a dummy tile, it will appear as a black square, otherwise it will be whatever art you have on that tile. You want the sprite to be hit by the lights. Make sure that the area taken up by the sprite is as close as possible to the area taken by the model.
EDIT: Here's an example of what could be happening. Let's say that the model definition has a zadd offset to make it appear higher. If that's the case, then the sprite could actually be underground while the model appears to be on the ground. If underground, the light doesn't hit it, so...
This post has been edited by Trooper Dan: 19 June 2016 - 02:59 PM
#129 Posted 19 June 2016 - 03:09 PM
This post has been edited by Mark.: 19 June 2016 - 03:13 PM
#130 Posted 19 June 2016 - 03:16 PM
Mark., on 19 June 2016 - 03:09 PM, said:
Trooper Dan is right though. The lights worked when you moved the sprite. Put the sprite there again then reposition the model via def code.
#131 Posted 19 June 2016 - 03:21 PM
#132 Posted 19 June 2016 - 03:39 PM
For instance I have the model placed at -110080 and need it moved up to -82432 so I zadd 27648? That doesn't seem right because HRP models have zadd's in the single and double digits
EDIT: I guess I'll just start entering random numbers to find out. The wiki doesn't help any.
This post has been edited by Mark.: 19 June 2016 - 03:48 PM
#133 Posted 19 June 2016 - 03:57 PM
I think I'm giving up for the day on this. Thanks everyone for the help.
This post has been edited by Mark.: 19 June 2016 - 03:59 PM
#134 Posted 19 June 2016 - 04:03 PM
I've also tried reducing the number of lights to just one. Still no lights
This post has been edited by Tea Monster: 19 June 2016 - 04:06 PM
#136 Posted 20 June 2016 - 09:40 PM
However there's also a lot of user/asset error in the various issues that got reported here:
- Make sure your normals are good; a lot of MD3 exporters out there disregard normals entirely, so run everything through nPherno's compiler if you have to. ALL LIGHTING won't work properly if normals aren't correct, not just normal maps or specular or whatever. Also be mindful of nPherno's liberal implementation of smooth shading when there's no UV seams to latch onto; on very simple models with huge faces and sharp edges this'll distort your lighting too.
- After the fix, one of the models that TM had (cinema facade) is affected by about 12 lights from the map, potentially more during gameplay because of dynamic lights. This means that the default light pass number will make a lot of lights not affect it. Mapster32 queues lights in a different order than EDuke32, so results can vary between the two. PLEASE try setting max light passes to a high number through the cvar to rule that out before reporting a bug and wasting people's time. Make use of the light priority system if you have lights right next to a map model that really should always affect it.
#137 Posted 21 June 2016 - 03:44 AM
This post has been edited by Mark.: 21 June 2016 - 04:19 AM
#138 Posted 21 June 2016 - 10:28 AM
#139 Posted 21 June 2016 - 10:33 AM
Mark., on 21 June 2016 - 03:44 AM, said:
According to the wiki, the default value is 5. Plagman said that mapster queues lights in a different order from eduke32, so there you go. I'm going to suggest that when you place lights, start by making them the lowest or at least middle priority, then use high or highest priority only when needed. I'll bet if you go through the map and knock down the priority of every single light except the problem ones, they will start to work.
#140 Posted 21 June 2016 - 12:23 PM
This post has been edited by Mark.: 21 June 2016 - 12:28 PM
#141 Posted 21 June 2016 - 02:36 PM
Mark., on 21 June 2016 - 12:23 PM, said:
Oh dude...that's so basic. In fact if you look at the very first post in the EDuke32 and Polymer thread that I started several years ago [EDIT: May 2009 to be exact], it explains how to do this. It's controlled by the transparency level on the light SE. Solid is highest priority, trans level 1 is lower priority, trans level 2 is lowest.
This post has been edited by Trooper Dan: 21 June 2016 - 02:38 PM
#142 Posted 21 June 2016 - 02:41 PM
Trooper Dan, on 21 June 2016 - 02:36 PM, said:
Placing lights in build is very counter intuitive vs other engines. Opening up F8 and then trying to remember how all that shit gets remapped is awful. When F8 is pressed, and the lotag is a light, light editable values should come up.
This post has been edited by icecoldduke: 21 June 2016 - 02:49 PM
#143 Posted 21 June 2016 - 02:53 PM
#144 Posted 21 June 2016 - 03:10 PM
Mark., on 21 June 2016 - 02:53 PM, said:
It's potentially important when you consider that the typical player will be using the default light settings, meaning a max of 5 lights per surface. As a starting point, I would make all spotlights the highest priority, make powerful point lights (range > 5000ish) medium priority, and weaker point lights lowest priority. You could even apply those settings to a whole map by running a little mapster script. Then you can make individual adjustments as needed.
#145 Posted 21 June 2016 - 03:27 PM
icecoldduke, on 21 June 2016 - 02:41 PM, said:
This argument can be made for all the se sprites (that came with the game)
Also this issue can be dealt with nicely enough via m32 script, like I once tried (and got a decent amount of it done, more than se's)
Drek, on 04 July 2014 - 08:11 PM, said:
help.m32.txt
It took a ton of searching for me to find this stupid thing... is it worth it's own thread and maybe updates??
edit; I just went over the old script I linked and see that I did do lots more to it here, but never shared it with you good folks. I'll make a thread later and update it
This post has been edited by Drek: 21 June 2016 - 03:32 PM
#146 Posted 21 June 2016 - 03:43 PM
But since the eduke fix there won't be a lot of close by lights fighting for display in the same area so priority doesn't seem useful. But I get what you mean. If I had a room full of point lights and I wanted to project something on a wall with a spotlight I would give priority to the spotlight
This post has been edited by Mark.: 21 June 2016 - 03:49 PM
#147 Posted 21 June 2016 - 04:01 PM
Models exported from Blender had the correct normals when exported as FBX or OBJ. When exported as MD3, things went wrong. We had thought that it might be a normals issue. We were not trying to 'Waste your time' as you put it. We tried multiple ways of trying to fix a normal's problem. The model was exported from Blender as an FBX and an OBJ and read fine in Marmoset. That OBJ was then imported to both Noesis and Misfit 3D and exported as an MD3 and displayed the error we reported. I have even used NPherno's compiler to fix the normals.
We also experienced a lot of variation when exporting models from any of the exporters. Some would work fine in a test map we made. Those same MD3 files would not display correctly in our main map. I mentioned that Steeevie's Hydrant has that issue as I saw that in the test map that I sent to you. I just checked the main map to confirm, and it dosen't have the sidedness issue there, though it is in the test map, with the same MD3 file.
So we did do our homework before asking for help. What did you use to test the normals on the MD3 at your end?
#148 Posted 21 June 2016 - 05:44 PM
http://wiki.eduke32.com/wiki/SE50
It says right on the page for lights that there's a priority system.
#149 Posted 21 June 2016 - 05:50 PM
Mark., on 21 June 2016 - 03:43 PM, said:
But since the eduke fix there won't be a lot of close by lights fighting for display in the same area so priority doesn't seem useful. But I get what you mean. If I had a room full of point lights and I wanted to project something on a wall with a spotlight I would give priority to the spotlight
How many shadow casting lights are you guys using in a single area?