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Bugged spot light in my mod


eltucu

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Hello. So, i was making an upgrade mod for honeyside, and im having two issues:

 

First one is that a shadow casting spot light is kinda bugged, switches in and off in certain angles, see video about it (more details in the video description): http://youtu.be/sE84LR-51o4 First i thought it was the room bounds that i added, but if i erase them, the problem still is there. Then i removed the shadow casting light of a forge that is located on the next room, thinking it may be an issue with the number of shadow casting lights, but still the error appears for that particular light while the other two shadow casting lights that i had worked perfectly.

 

Second issue that im having is that when Anuriel gives me the list of upgrades, the one that i made doesnt appears as it should.

 

For example, in the CK my brach appears as "Blacksmith's Hideout. (<Global=HDRiftenTucuBlacksmith> gold>", the vanilla kitchen branch appears as "Kitchen furnishings. (<Global=HDRiftenKitchen> gold)". Ingame the kitchen furnishings appear correctly "Kitchen furnishings. 1000 gold" (or something like that), mine appears as "Blacksmith's Hideout. (<Global=HDRiftenTucuBlacksmith> gold>".

 

I've made the global variable HDRiftenTucuBlacksmith, its value is 3000, short int, then added it to the HousePurchase quest in the list and made the reference to with the same syntax as the other vanilla upgrades. I've seen the other vanilla global variables for house upgrades and they're referenced in the same manner as mine, two times by the upgrade topic, and once by the quest itself. So i dont know what else i have to do for it to appear correctly in the dialogue : / This i could easily fix it by just writing the 3000 in the dialogue, but i'd like to know why my upgrade isnt appearing as it should when its made pretty much exactly like the vanilla ones.

 

Anyone could help me with these two bugs? If you need more details just ask.

Edited by eltucu
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Aww, but spotlights are nice : /

 

Sadly, without at least one shadow casting light in the room, they look pretty bad. I'd like to know if other engines have such limits for shadow casting lights, 4 per cell seem to be a very low number. Even so, i think the room bounds dont work for lights because if i TCL outside to see what is being rendered in the other room (i just go through the walls a lil bit, inside the room bound but outside the actual room), i see half of the next room plus all the lights of the cell for some reason.

 

Useless culling method is useless. There are other culling methods it seems, but they're not detailed in the wiki, occlusion planes and cubes.

 

Any idea bout the other issue im having? Its kinda the game dont allows me to reference globals in the dialogue.

 

If i solved those two things i'd upload my mod right away...

Edited by eltucu
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In the end i fixed the spotlight bug by deleting the other shadow casting light i created. Seems that the first light didnt bugged out no matter what for some reason and that the spotlight was more "sensible" to that (maybe the engine has the spotlights first in its list for culling). Replaced the candle with a common omin and all worked fine.

 

About the globals, no idea still, i just wrote the number instead : / (already uploaded it, mod is in my signature).

 

Too bad bout the globals...

Edited by eltucu
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Thanks but the light disappears altogether. Its not an issue with the shadowing but the light itself :D

 

As i said, i think i reached the limit on shadow casting lights per scene, that's all. Thought that room bounds would fix it but the game still renders all lights in the scene, just not all geometry.

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