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 Point lights bugged?

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tichfuie
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PostSubject: Point lights bugged?   Sat 23 Feb - 9:25

one more thing i am driving away from default terrain from MV and importing my own 3d meshes models as ground .
is that point lights wont render in terrain, only on 3d mesh models, unless i am not setting it up correctly or point lights are bugged??

maybe someone can corroborate on this pls.
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rotello
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PostSubject: Re: Point lights bugged?   Thu 21 Mar - 22:45

Quote :

one more thing i am driving away from default terrain from MV and importing my own 3d meshes models as ground
.
is that point lights wont render in terrain, only on 3d mesh models, unless i am not setting it up correctly or point lights are bugged??

Looks like it..



I guess creating 3d models for terrain is the only solution for this. You could create only the terrain section where you need the point light setup.
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tichfuie
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PostSubject: Re: Point lights bugged?   Fri 22 Mar - 4:10

yup, that will work too, but
decals wont render on 3d mesh models, wont be able to see the yellow decal ring target,
so other drawback of having a 3d mesh used as terrain :-(
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tichfuie
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PostSubject: Re: Point lights bugged?   Sat 23 Mar - 6:03

ok,
after messing around i think what happens is that the client will only let you render 1 point light per terrain tile
:-(

this is either bugged or was built to support only 1 light per terrain tile

the screenshot shows 2 point lights , green and red, if i move either point light together or in same terrain tile only 1 will render, if you move it away once it hits other terrain tile it will start rendering

and the point light only will light up the terrain tile is in as you noticed in the screenshot

so, looks like lights are screwed up atm.


screenshot:


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rotello
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PostSubject: Re: Point lights bugged?   Sat 23 Mar - 10:38

Hey. nice going. Did you resize your point lights? or is the terrain zoomed out?
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tichfuie
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PostSubject: Re: Point lights bugged?   Sat 23 Mar - 10:59

terrain zoomed out screenshot from world editor
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Delurin
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PostSubject: Re: Point lights bugged?   Wed 27 Mar - 1:09

I am not sure the problem is with the lights I think it might be with the terrain cg file. I am not very good with these low level files but it looks like it doesnt pass the lighting calculations on to the fragment shader and instead applies a color change so if you wanted to fix it you might need to pass the lightAttenuation/Direction to the TerrainFP and handle it there but I have a feeling that it will slow things down.
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tichfuie
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 11:08

definitely the issue is with the terrain, the terrain wont let 2 point lights to work on the same tile, just one. pitty.

i tested using several lights on an imported platform using it as ground and point lights work fine. is just the terrain that won let the lights render.

the drawback is if using platforms as terrain to be using lights, then you wont be able to use decal system nor the ring around the target since all this are decals, ,
damit, lol
is either lights on imported terrain platform, or decals in stock terrain, to be or not to be, :-(


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tichfuie
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 11:17

quick screenshot with lights working on mesh models only and not in terrain

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rotello
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 11:38

Well, our upcoming game project won't be needing too much point lights as our scene will be mostly outdoors or used daytime outdoor lighting.

If I have the same kind of setup as yours then I guess I have to settle with point lights + terrain meshes, which is really not that bad. You still need to make it look seamless though.

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tichfuie
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 12:11

the deal is even if using my own imported terrain mesh it will bogdown the whole game
since one can not remove stocked MV terrain, you can make it not to be seen tho, but the mesh
is there, you can tell by disabling terrain ClientAPI.World.DisplayTerrain = False
but you can still walk on it so mesh is still there.

plus importing my own terrain mesh will double the poly count drastically .
so performance wise i dont think will be good idea tho
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rotello
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 12:34

Ok, I thought maybe having some parts of the terrain replaced by meshes to get this effect, not the whole and have it removed.

BTW, what will be the size (in mv units) of the terrain that needs to be point lighted? AFAIK, there won't be any performance issues if you can manage to create the terrain mesh as a single object with a tiled texture.


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tichfuie
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 13:19

I like better your idea of just adding the extra mesh where there will be a point light simulating that particular part of the terrain.

or better yet a decal simulating the light in the ground.
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rotello
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PostSubject: Re: Point lights bugged?   Mon 1 Apr - 16:05

Yes, that's what I'm talking about. In a modern scenario, an example would be lamp posts on a dark deserted road or highway (mesh).

Decals are also a good idea, though it won't be dynamic as the player or npc models will be affected by point lights
when they stand or go near these areas. You can see my sample snaps above as the player absorbs the green color point light.
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Delurin
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PostSubject: Re: Point lights bugged?   Tue 9 Apr - 2:57

I would recommend reading this ogre thread where they talk about multiple point lights
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=70004

Basically the problem is that the material only handles one point light so it goes with which ever is closest (I think to the middle of the terrain page) It looks like some one made a material generator to dynamically create the terrain material. You could probably look through it and convert it to a cg file and use that instead of AlphaSplatTerrain.cg
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tichfuie
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PostSubject: Re: Point lights bugged?   Tue 9 Apr - 4:06

I wonder if this will work on MV,

altho , i dont see any .cg file in the thread

have you tried it on your setup yet?
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Delurin
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PostSubject: Re: Point lights bugged?   Tue 9 Apr - 4:11

That is the problem they dont have it in cg format the function creates it on the fly so you would have to go through the function and see how it creates the file and then replicate it into a cg file...I have not tried to figure out what it should be and I probably wont since we dont really use point lights.
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