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Apparently, for lights, the combined light entites are also not rendered as lights, and it is not possible to adjust their radius/color easily, the mapper has to use the "set _color on flame" syntax manually. |
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Adjusting severity to Major since while this is a feature request, it is a pretty serious limitation of the renderer and makes the lighting preview mode almost useless since no entity-based lights are actually shown as lights. |
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I think this might have something to do with the way with how these entities were made, i.e. as models with lights as attachments. In every other engine I used, lights with physical representation (model / static mesh) were always a child class of the light class itself. It was always like GeneralLightClass -> SpecificLightClass -> SpecificLightWithStaticMeshClass. In one of my TDM WIPs I made lights like that, and IIRC, they were visible in lit mode. Will check that when I have time.
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@Judith is correct — if object-based lights are children of the "light" class they should function correctly as lights in DR, and should even show the correct model if this is set as the "model" spawnarg (although they wouldn't show any additional attached objects, or particles). The problem is with non-light objects which spawn attached light entities at runtime, which are currently "invisible" to DR since it does not process attachments at all.
But for better or worse, we can't insist that the entire mod asset tree is restructured, and we need to handle this in DR somehow. |
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