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Cyclers & lighting

User is offline   Sanek 

#1

I've got a problem with cyclers which I can't solve right now.
Look at the attachments to see it. I've got the same settings everywhere, but some of the cyclers create this annoying thing. Somehow it doesn't affect another ones.
If this problem was already solved, please give me the link to the discussion. Otherwise...I need your advice. :P

Attached thumbnail(s)

  • Attached Image: duke0068.png
  • Attached Image: duke0069.png
  • Attached Image: capt0016.png

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#2

I tried 4 different scenarios on my testing grounds, you could either have different floor or cycler shades, unless its a visibility offset it might be whats causing it.


Results below

Attached File(s)


1

User is offline   Sanek 

#3

View PostCaptain Massive, on 07 August 2016 - 08:06 PM, said:

I tried 4 different scenarios on my testing grounds, you could either have different floor or cycler shades, unless its a visibility offset it might be whats causing it.


Results below


Your post helped me and now the problem is solved. Thank you.
1

User is offline   Mark 

#4

Please let the rest of us know what the fix was in case we run into a problem too.
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#5

View PostMark., on 08 August 2016 - 05:28 PM, said:

Please let the rest of us know what the fix was in case we run into a problem too.


This is not stated in any guide I've read but I think I know whats happening here.

Cyclers need an offset if the shades are set differently in order to function side by side, otherwise they must match each others shades to pulse simultaneously in adjoining sectors.

Different shades need to be tagged with an offset and will pulse at different intervals.

( I found there are exeptions to this rule, not sure if its the parallaxed sky I tried or what - needs further testing ).

Also I found this in Mapfaq: Here is a great bit of information on the speed of Cycler sprites
when combined with GPSpeed sprites (thanks to Keith Tyson for this
information). The cycle length (going from bright to dark to
bright again) seems to be halved as the GPSpeed lotag value is
doubled. Strangely enough, this is the case up to a value of
1023, (a value of 1024 doesn't work). From 1025 to 2047, the
above pattern is reversed: As the GPSpeed lotag value gets higher,
the cycle length increases. A value of 2048 doesn't work either.
A simple conversion indicates that a lotag of 1 will produce
roughly one cycle in 120 seconds (quite slow), while a lotag of
1023 will produce roughly 8 cycles per second (quite fast).

This post has been edited by Captain Massive: 09 August 2016 - 03:08 AM

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User is offline   Mark 

#6

thanks
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User is offline   Sanek 

#7

View PostMark., on 08 August 2016 - 05:28 PM, said:

Please let the rest of us know what the fix was in case we run into a problem too.

The problem was different floor or cycler shades. After I copied the floor and changed the texture, everything works fine from now on.
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