Loremaster Posted January 5, 2013 Share Posted January 5, 2013 Hello, I have a severe problem running worlds constructed in DEdit. The Light objects don't shed light. The levels are dark, or, if ambient lighting is set, milky grey. I also included a fire. The fire particle system turned out like in the picture and also sheds no light. I figure, something is wrong with the renderer, though DEdit options use the same settings as the actual game, which runs fine. Any suggestions what's wrong and how to fix that? Quote Link to comment Share on other sites More sharing options...
URA Posted January 5, 2013 Share Posted January 5, 2013 Maybe this will help, when you are ready to process your map, start the World Processor and set the ProjectPath (click the "..." button and browse for your dedit project file (TO2.DEP)). Quote Link to comment Share on other sites More sharing options...
Loremaster Posted January 5, 2013 Author Share Posted January 5, 2013 Hi, thanks. It helps in so far that the Ambient is displayed correctly and no longer results in milky mud on the screen. Actual light objects, however, are still dark and the particle system still.... strange.... Quote Link to comment Share on other sites More sharing options...
Loremaster Posted January 5, 2013 Author Share Posted January 5, 2013 Update: Software Rendering shows the same results. Mmmprh. Guess somethings wrong with the light already during compile. Don't like "Lighting took 0.00 seconds". Lighting world Ambient light (10.0, 10.0, 10.0) Setting up world for lighting Lighting data built in 0.00 seconds Lighting polys : 36 Lighting nodes : 3 Number of polies in lighting: 36 Lighting BSP nodes: 32 Lighting BSP first null node: 3 Lighting BSP longest chain: 3 Lighting BSP Full Nodes: 7 Lighting BSP took 0.00 seconds to generate Light table resolution: (3x2x3) Lighting grid took 0.00 seconds to generate Lighting grid size in memory: 0k Lighting points took 0.00 seconds to generate Vertex colors took 0.00 seconds to generate Base lightmaps took 0.00 seconds to generate Lightgroups took 0.00 seconds to generate Lighting took 0.00 seconds Quote Link to comment Share on other sites More sharing options...
{U}Sgt.PEPPER Posted January 5, 2013 Share Posted January 5, 2013 select brushes in the aera that are to receive light go properties tab look at "lighting" select lightmaps...that should light it up is that a "SpecialFX" object? i have same problem with some of these.... but theres enough objects in there for an alternitive... also some "SpecialFX" dont not give off light... you will have to add "light obejects" yourself... Quote Link to comment Share on other sites More sharing options...
{U}Sgt.PEPPER Posted January 5, 2013 Share Posted January 5, 2013 sorry i never used this "particle system object" ...looks like you have to set the path for texture you will use in texture name window and maybe particleflags value = 2? i dont know .... if you just want a smiple fire.... just add SpecialFX and try a bunch in the "FXName" window drop-down menu there.... Quote Link to comment Share on other sites More sharing options...
Loremaster Posted January 5, 2013 Author Share Posted January 5, 2013 OMG - that fixed it. Thank you. Default setting for brushes is Gouraud? That certainly is not clever. The Particle stuff will be solved later. I'm starting to get the hang of it again, has been over ten years since I last touched a level editor. Thank you both. @Sgt Pepper: A pity that adress in your sig doesn't work. Quote Link to comment Share on other sites More sharing options...
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