View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003392||The Dark Mod||Def / Setup||public||29.04.2013 23:42||02.05.2013 00:27|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Product Version||TDM 2.00|
|Target Version||TDM 2.00|
|Summary||0003392: flickering light entities not working properly|
|Description||The electric lights that use "s_shader" to flicker alongside a sound effect aren't working properly. In some cases they are casting blindingly white light, and in others they are casting no light.|
atdm:lamp_electric_shaded_lit is one example of a light not working. The lamp skin is dark, and no light is visible, but the flickering sound is playing, and you can see that textures with speculars are flickering bright white along the pattern of the sound. See screenshot.
Don't know what's going on. All the right files seem to be present.
When I took the following from one of the light material shaders:
red Parm0 / (sound*sound)
green Parm1 / (sound*sound)
blue Parm2 / (sound*sound)
and replaced it with
red Parm0 / (sound*5)
green Parm1 / (sound*5)
blue Parm2 / (sound*5)
the flickering on the specular textures stopped being pure white and looked more normal.
|Tags||No tags attached.|
beleaguered_fence_2013-04-29_19.24.43.jpg (481,203 bytes)
|The two window textures flickered, as well as the metal on the citywatch, the door handles, and the AI hands. The wood, bricks, cloth and stone around the light did not flicker.|
Taking a regular indoor electric light entity, which works; adding the following two spawnargs causes it to start casting weird white light:
The first thing that strikes me is that this is a lit lamp, but all three of its skins are unlit skins.
The skin and skin_lit settings should be for lit skins.
Only skin_unlit should be set to an unlit skin.
Here are the 1.08 settings. Who's been messing with these things? (Oh, it's you. :) )
I remember making a lot of changes to try and get them working even before switching to standalone. Issue 0003332.
That was probably something I was in the midst of testing and shouldn't have been uploaded. I'll change it back.
Wow, that definitely had an impact. No idea why, but with that change the light is now being cast on all textures the way it should. It's WAAAAAAY too bright, but at least it is consistent now. See new screenshot.
I can't figure out why a skin on the model would have any impact on the light the entity casts.
beleaguered_fence_2013-04-29_20.40.36.jpg (995,711 bytes)
|Ok, slowly sorting this out by changing the math according to this thread: http://forums.thedarkmod.com/topic/14701-figuring-out-complex-light-entities/|
|29.04.2013 23:42||Springheel||New Issue|
|29.04.2013 23:42||Springheel||File Added: beleaguered_fence_2013-04-29_19.24.43.jpg|
|29.04.2013 23:46||Springheel||Note Added: 0005343|
|30.04.2013 00:21||Springheel||Note Added: 0005344|
|30.04.2013 00:23||grayman||Note Added: 0005345|
|30.04.2013 00:27||grayman||Note Edited: 0005345||View Revisions|
|30.04.2013 00:30||grayman||Note Edited: 0005345||View Revisions|
|30.04.2013 00:38||Springheel||Note Added: 0005346|
|30.04.2013 00:41||Springheel||Note Added: 0005347|
|30.04.2013 00:42||Springheel||File Added: beleaguered_fence_2013-04-29_20.40.36.jpg|
|30.04.2013 00:44||Springheel||Note Edited: 0005347||View Revisions|
|02.05.2013 00:27||Springheel||Note Added: 0005352|
|02.05.2013 00:27||Springheel||Status||new => resolved|
|02.05.2013 00:27||Springheel||Resolution||open => fixed|
|02.05.2013 00:27||Springheel||Assigned To||=> Springheel|