Game Development Community

Interior light not affecting the player

by Samme Ng · in General Discussion · 07/05/2004 (7:37 pm) · 9 replies

I have added some light in the interior and it lit up the wall correctly. However, once the player moved in, the player's light doesn't change at all.

My interior doesn't using portal, will it be the problem? I am using omin light.

Any suggestion or thread has been talked about?

Thanks!

Samme

#1
07/05/2004 (9:17 pm)
The player's lighting is based on the floor, I believe, not necessarily everything around it. You may have to tweak a bit to get it working right.
#2
07/07/2004 (1:32 am)
I found that the light created with the QuARK can generate the correct light map in the interior, so affecting the player. However, we need to make a sealed interior else it will use the external lighting, and remove the internal lighting effect.

I wonder if we can disable the internal lighting so a unsealed interior internal light operate correctly.

Samme
#3
07/07/2004 (8:54 am)
The function is in SceneObject, getAmbientLightColor or somesuch; I'm sure with a bit of tweaking you can get it working properly.
#4
07/07/2004 (9:00 am)
Ben's right on this one. Either look at the function for getAmbientLightColor() or look into getting the Synapse Lighting Pack. The player "color" is affected by the ground he is standing on when in interiors.

- Brett
#5
07/07/2004 (11:43 am)
Hello Samme,

Ben and Brett are correct - DTS objects receive an ambient light contribution from the interior plane or terrain section directly below them.

The Lighting Pack allows lights to directly illuminate DTS objects with omni and spot lighting if this is the effect you're looking for.

www.garagegames.com/images/ul/1227.lightingpack12_400.jpg
Brett: thanks!

-John
#6
07/07/2004 (5:33 pm)
I know that the player's lighting is based on the floor it stands. However, if I have light the interior, with some open gap or door, the lighting created by the QuARK will disppear, that's the problem.

I found that we can seal the interior by using portal, but some interior has many gap or small window, so I am wondering if it is possible to disable the INNER interior lighting (outside is OK) so I have no need to seal the interior.

Or if I have anything wrong about the usage of portal to seal an interior?

Samme
#7
07/07/2004 (10:21 pm)
Actually, QuARK doesn't do any lighting. That's map2dif's job.

Sometimes you can take many small gaps and seal them with a single portal, saving time. Set them up as detail brushes.
#8
07/08/2004 (10:20 am)
Samme,
ANY gaps to the exterior must be sealed with portals if you want the interior lighting to work, but as ben said, several small openings can be covered by the same portal if you wish. Portals are the only way that the engine can tell what is "inside" and what is "outside" of an interior.

So to answer your question... yes, the engine does disable the inner interior lighting, but that interior is defined by portalization.
#9
07/17/2004 (2:59 am)
Am I correct in assuming that in order to light the character, the only realy thing the engine does is check the pixels in the lightmap on the brush touching his/her feet?