Game Development Community

Light control?

by FruitBatInShades · in · 03/10/2005 (2:44 am) · 7 replies

I have a little problem with the universal lights. I have 2 floors, the bottom floor is a cellar and needs to be dark. he problem I've got is that the lights from the top floor are illuminating the cellar (I know they're supposed to do that). Any tips on how to protect the lower floor, reduce the bleed from the lights above or what other light objects to use instead?

#1
03/10/2005 (3:04 am)
Hi FruitBat,

Are you using static or dynamic lights? If you use static lights the floor in between the cellar and the first floor will prevent the light from illuminating the cellar.

-John
#2
03/10/2005 (4:08 am)
Thanks John, that was the problem, I was using dynamic lights ties to emitters, I'll have to think of another way.
#3
03/10/2005 (5:03 am)
Generally in that scenario I create two lights:

-a static light with the radius and brightness you're looking for and a color that is the particle system's average color
-a dynamic light with a much smaller radius for generating the flicker effect (the change in intensity)

Just place these in the same location and tune them to your liking. With this setup you can tune the dynamic light's radius so it looks good without interfering with the cellar.

Check out the Lighting Pack's demo, the nighttime mission (the mission based on the TGE demo) has an example of this setup. The big campfire near the houses is setup the same way.
#4
03/16/2005 (2:03 pm)
I also noticed a probably with the dynamic lights lighting thru solid brushes.. but i guess you already know about it

how hard would it be to fix that?

at least part of the problem with how its lighting the walls of a level is occuring when the level is being light, and static already works well, so it cant be to hard to fix how dynamic lights light the walls during the level lighting phase, right?

i guess changing the way it handles the lighting on the player would be totally different though (thats dynamic vertex lighting right?)
#5
03/16/2005 (2:31 pm)
It doesn't need fixing, thats the way they are meant to work I believe. Useful in more situations than it will be a problem.
#6
03/16/2005 (4:02 pm)
Hi guys,

Dynamic lights are calculated during every rendered frame, so the calculations need to be significantly faster than the static calculations. In order to keep the dynamic lights as fast as possible they're calculated completely differently, so it's not possible to add the static lighting functionality directly into the dynamic lighting calculations.

However, based on this earlier conversation with FruitBat, I've added additional dynamic lighting controls, which will be available in a later Lighting Pack version. As an example; the controls will prevent FruitBat's dynamic lights from illuminating into adjacent rooms (unless of course you want them to :). Not only is this type of dynamic lighting very precise, but it looks great too! :)

-John
#7
03/17/2005 (11:57 am)
Thats good news!

and im sorry, you were right, it turns out i had a static stacked on my dynamic thats why the ground was still lit after i deleted the dynamic light