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DShiznit


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Joined: 14 Jan 2007
Posts: 3690
Location: The 24th Century

Posted: 02 Feb 2010 10:00:52 pm    Post subject: How-To: Lighting in Constructor

I can't seem to change settings for lights anymore. They all get locked-down as soon as I make the light, and cannot be changed. At first it was just the color, which I could do without, but now the falloffs are getting locked, making it impossible to light my maps. I guess for now I could try changing the defaults every time I want to place a light. It'll be a pain in the a, but it should work for now...
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DShiznit


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Posted: 02 Feb 2010 10:13:53 pm    Post subject:

wait, never mind, I found a separate tab for managing entities that seems to work...
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elfprince13


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Posted: 02 Feb 2010 10:22:56 pm    Post subject:

DShiznit wrote:
wait, never mind, I found a separate tab for managing entities that seems to work...


The entities tab, if memory serves me, is the place to go.
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DShiznit


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Posted: 02 Feb 2010 10:25:40 pm    Post subject:

Keep this topic in case someone else has the same problem though...
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elfprince13


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Posted: 02 Feb 2010 10:39:53 pm    Post subject:

Stuck.
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DShiznit


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Posted: 02 Feb 2010 11:50:44 pm    Post subject:

Now I'm having another problem that I'm not sure is unrelated:



This is usually fixed by re-exporting, but I've now re-exported 4 times and gotten the same result every time...

I'm gonna try rotating it 15 degrees and see if that helps, but I have my doubts...
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elfprince13


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Posted: 02 Feb 2010 11:53:16 pm    Post subject:

can you turn on vertex lighting, and show me what you see? I have a nasty feeling that you have some overlapping brushes.
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DShiznit


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Posted: 03 Feb 2010 12:10:26 am    Post subject:

it looks no different in vertex lighting. And rotating it only changed which faces aren't showing. I'm gonna try re-exporting one more time.

EDIT- No Dice. I'm just gonna upload the scene so you can take a look at it and tell me what I'm doing wrong.

Not sure if you need both of these but, this is the CSX:

http://www.mediafire.com/?jzztlyodhn2

And the CLX:

http://www.mediafire.com/?jftu0xiqqmm


Last edited by DShiznit on 03 Feb 2010 12:32:52 am; edited 1 time in total
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elfprince13


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Posted: 03 Feb 2010 12:25:56 am    Post subject:

DShiznit wrote:
it looks no different in vertex lighting. And rotating it only changed which faces aren't showing. I'm gonna try re-exporting one more time.

Zoom *way* in and look for overlapping faces.

http://www.torquepowered.com/community/forums/viewthread/64928
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elfprince13


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Posted: 03 Feb 2010 12:44:08 am    Post subject:

DShiznit wrote:
Not sure if you need both of these but, this is the CSX:


The CSX is the actual model. Not actually sure what gets stored in the CLX. Anyway, the issue is pretty apparent. Like I was saying, you have grossly overlapping brushes. You can see what I mean if you select your small semi-sphere on the bottom of the UFO and perform a CSG substract with it. The whole bottom plate of the UFO fractures. That's a bad thing. You have that all of the place too, not just in that one instance. I highly recommend using snap to grid, and working at a high zoom level.
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DShiznit


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Posted: 03 Feb 2010 10:12:04 am    Post subject:

So then why hasn't that been the case with other models I've made before? And why does it change where the holes are when I rotate the mesh in Constructor?
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elfprince13


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Posted: 03 Feb 2010 10:52:37 am    Post subject:

DShiznit wrote:
So then why hasn't that been the case with other models I've made before? And why does it change where the holes are when I rotate the mesh in Constructor?


Because your other models were probably less complex, and because rotating things changes where the brushes fragment.
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DShiznit


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Posted: 03 Feb 2010 12:18:15 pm    Post subject:

I tried splitting it in half to reduce complexity, no dice. *sigh* I guess I'll have to look over the entire map and get rid of every intersection. This is gonna take forever...
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KermMartian


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Posted: 03 Feb 2010 12:46:39 pm    Post subject:

elfprince13 wrote:
can you turn on vertex lighting, and show me what you see? I have a nasty feeling that you have some overlapping brushes.
Definitely overlapping brushes. KermCave was doing things like this until I fixed all overlapping brushes (and turned many of my non-structural abutted brushes into Detail brushes).
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elfprince13


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Posted: 03 Feb 2010 01:01:49 pm    Post subject:

DShiznit wrote:
I tried splitting it in half to reduce complexity, no dice. *sigh* I guess I'll have to look over the entire map and get rid of every intersection. This is gonna take forever...


It's a bummer the first time you have to do it, but the practices you pick up help you make much higher performance models anyway. Split brushes are a *bad* thing.

You may also want to set one viewport to "Export" view mode
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DShiznit


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Posted: 03 Feb 2010 05:11:29 pm    Post subject:

I made sure my inner walls weren't intersecting with either the ceiling or the floor, and it's still hideously broken. I'm gonna try exporting different parts(floor + ceiling, walls, consoles, etc.) in seperate DIFs and assemble them in-engine to see if that works.
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DShiznit


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Posted: 03 Feb 2010 09:39:12 pm    Post subject:

No dice, I recreated the walls, and completely isolated them and and the center pillar from the rest of the craft as a separate DIF, and they still don't render right. Everything else is working, but these damn walls still look like crap. My patience is really wearing thin...
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elfprince13


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Posted: 03 Feb 2010 10:28:37 pm    Post subject:

email me a zip of the clx and the csx, I'll see if I can investigate further.
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DShiznit


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Location: The 24th Century

Posted: 09 Feb 2010 12:44:59 am    Post subject:

So, any luck with my interior?
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elfprince13


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Posted: 09 Feb 2010 01:35:07 am    Post subject:

There was some exceedingly odd behavior with brushes that didn't appear to be overlapping, but were behaving as if they were when I tried subtraction on them, and the behavior they were exhibiting is consistent with the behavior of the rendering glitch. I'll talk to the guys at GG and see what they say.
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