Game Development Community

Custom interior ambient_light

by Jeff Gran · in Artist Corner · 05/24/2005 (7:24 pm) · 11 replies

I've got an interior that's portal'd off. I want the interior to have it's own unique ambient light color. When I change the ambient_light property in the map to something other than 0 0 0 (black), it is still black. The only way I can get ambient light inside the portalized zone is by setting the portal to let ambient pass through the portal with the "ambient_light" boolean property on the portal itself. But this lets the sun's ambient light through, instead of the custom ambient color I assigned with the map.

It seems like this is a bug... we are using the SG lighting pack, so maybe it could be a problem with how it was merged?

#1
05/24/2005 (8:55 pm)
I believe it is indeed a bug. If it isn't fixed in map2dif plus it will be soon.
#2
05/25/2005 (1:09 am)
Cool, thanks for the reply. I contacted my programmer about upgrading to the 1.3 interior code (cause as I think I told you before, I can't use map2dif plus right now, so I can't test to see if it has this problem fixed).
#3
08/03/2005 (5:19 pm)
I regretfully report that this issue has not yet been fixed in the latest map2dif_plus (using the stock 1.3 engine). At least I still can't get it to work.
#4
08/03/2005 (5:56 pm)
I dont know about the lp , but in stock Torque this is working, if i understand you right.
You can have fully brightness outside and still have lovely dynamic lights inside the interior if you have a portal .
#5
08/03/2005 (6:56 pm)
1) Well, you can't have "dynamic" lights without the lighting pack.
2) I can make it fully bright outside, and black inside (then add lights to make it brighter again), but I can't make the default ambient light on the inside be anything other than 0,0,0 (black).
#6
08/03/2005 (9:40 pm)
Ye but i can have dynamic lights without the lighting pack.
When you talk about default ambient light is that the sun ambient or anything else ?
This is how is works for me , if i do a portal with the ambient light pass then i can set either the sunlight color or the ambient or both to light inside my interior and still use my fx dynamic lights.
Hope i understand you right , language barrier can make things confused sometimes :)
#7
08/03/2005 (9:54 pm)
Heh, ya, I'm not quite sure if I understand you correctly either...

Quote:If i do a portal with the ambient light pass then i can set either the sunlight color or the ambient or both to light inside my interior and still use my fx dynamic lights.

So, you're saying that you let the ambient light pass through (using ambient_light = 1 on the portal brush), and then you can choose either the sunlight color or ambient color to be the ambient light inside? Are you talking about the sun's ambient color or the ambient_color property in the worldspawn of your map (in quark or whatever)?

And either way, how do you choose one or both? The only way I can seem to make a difference is by turning on or off the ambient_light pass through on the portal. I can get either black or the sun's ambient color, that's it.
#8
08/03/2005 (10:12 pm)
I mean i can mix them all together until i get the result i want , i can use sunambient ,suncolor , the worldspawn property ambient_color and the dynamicfx light with the ambient lightpass and mix them to what light i want .
To straighten this out tell me what your values are on all lights except the lp.
or upload a screenshot :)
#9
08/03/2005 (10:27 pm)
OK here ya go:

I have only the sun as a light source (for now).

The sun's color = 0.8 0.75 0.7 (or something similar... kind of orange-ish)
The sun's ambient color = 0.4 0.4 0.45 (or something similar... kind of blue-ish)

The interior's worldspawn ambient_color = 0 0 255 (for test purposes, to see if I can make it all blue inside) (I also tried 0,0,255 to see if that's the right way to type it)

If the portal's ambient_light = 0 , it is pitch black inside.
If the portal's ambient_light = 1 , it is the sun's ambient color inside.

It is never all blue inside. Am I missing a step somewhere?
#10
08/03/2005 (11:28 pm)
YE ok i got it , its not working like you want :)
But it works like i want .
I think of this in another way , this function is really useful if you have 2 rooms the first you light with the sunambient and a omni light and the second room you use worldspawn ambient with a portal that not let ambient sun in .
And you zone for performance and/or lights so i think this can be useful.
So if it a bug or not , thats up to Matt Fairfax to decide :)
#11
08/04/2005 (1:27 pm)
Um... somehow, today, it's working! So, never mind me, I'm just an idiot.... (Still don't know why all the sudden it's working... but it is, it's all blue inside =P).

(edit: using the old map2dif.... haven't tried with the new one but it probly works too....)