thoth23 / fpscreatorengine

Automatically exported from code.google.com/p/fpscreatorengine
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Black block lighting issue #64

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Create a room using model pack 8 (Dark Egypt)
2. Place a couple of lights.
3. Black blobs appear where the lights shine on the wall in test game.

What is the expected output? What do you see instead?
Expected: Areas of a wall lighter where the lights are.
Instead: A large black blob where the light hits the wall near the lights, 
which gets smaller and blacker the closer you get.

What version of the product are you using? On what operating system?
V1.18 Beta 10, Windows 7, dual core, 4gb ram, nVidia 8800GTS graphics card.

Other Info: Lighting Shadows, Visuals & Texture Quality all set to highest.

Original issue reported on code.google.com by nickydud...@googlemail.com on 6 Mar 2011 at 8:44

Attachments:

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
I confirmed and reported this with issue #53. Unfortunately I mis-titled it.

Original comment by terryr...@gmail.com on 6 Mar 2011 at 9:58

GoogleCodeExporter commented 9 years ago

Original comment by LeeBamberTGC@gmail.com on 6 Mar 2011 at 10:23

GoogleCodeExporter commented 9 years ago
Just a note to say this happens with custom segment textures also.

Original comment by nickydud...@googlemail.com on 7 Mar 2011 at 7:16

GoogleCodeExporter commented 9 years ago
This problem appears to be related to the bump shaders looking for a normalmaps 
files.  If _n file is added from the correct texture it should show.  Please 
see screenshot: Before image is without normalmaps and after is with 
normalmaps.  

Original comment by DavidsGr...@gmail.com on 8 Mar 2011 at 11:50

Attachments:

GoogleCodeExporter commented 9 years ago
Note: This happens to all custom or stock, entities and segments.

Original comment by DavidsGr...@gmail.com on 8 Mar 2011 at 11:52

GoogleCodeExporter commented 9 years ago
The black blob shows up with the Medieval segments.

Original comment by terryr...@gmail.com on 9 Mar 2011 at 12:47

GoogleCodeExporter commented 9 years ago
Black blob shows up in the science pack computer room

Original comment by terryr...@gmail.com on 9 Mar 2011 at 12:56

GoogleCodeExporter commented 9 years ago
Black blob is in the castlepack kings room

Original comment by terryr...@gmail.com on 9 Mar 2011 at 1:02

GoogleCodeExporter commented 9 years ago
Black blob is in dungeon pack dungeon room 4e

Original comment by terryr...@gmail.com on 9 Mar 2011 at 1:04

GoogleCodeExporter commented 9 years ago
Black blob is in model pack #32 (office).

Original comment by terryr...@gmail.com on 15 Mar 2011 at 11:59

GoogleCodeExporter commented 9 years ago
I noticed that if you set dynamiclighting to 1 1 in setup.ini and then use a 
dynamic light rather than a static light, there will not be any black blob.  
Also, with dynamic lights on it still is an issue with a static light. It seems 
that it only happens with static lights.

Attachment #1 shows the map with a static light. Attachment #2 shows the test 
level without the black blob.

Original comment by terryr...@gmail.com on 22 Mar 2011 at 5:20

Attachments:

GoogleCodeExporter commented 9 years ago
I said in comment 12, "Attachment #1 shows the map with a static light"

I meant to say a "dynamic light". Because of the image I'm sure it is obvious. 
:)

Original comment by terryr...@gmail.com on 24 Mar 2011 at 3:07

GoogleCodeExporter commented 9 years ago
Has this issue been fixed?

Original comment by nickydud...@googlemail.com on 6 Apr 2011 at 7:45

GoogleCodeExporter commented 9 years ago
not that I'm aware

Original comment by terryr...@gmail.com on 6 Apr 2011 at 10:45

GoogleCodeExporter commented 9 years ago
Please try this with BETA13. I have changed some code which 'might' change this 
behaviour...

Original comment by LeeBamberTGC@gmail.com on 13 Apr 2011 at 2:27

GoogleCodeExporter commented 9 years ago
Seems we have reports this was fixed (accidently) by BETA 13.

Original comment by LeeBamberTGC@gmail.com on 13 Apr 2011 at 6:01