Everex Posted March 1, 2012 Share Posted March 1, 2012 Okay so I'm making a tower custom cell and In certain instances I have been noticing that sometimes the light sources that I have been working with have been disappearing when testing my mod in game. It is all very dependent on where I'm standing or where I'm looking on which surfaces the light is reflecting off of. Now I've made sure that my room markers are encompassing the full of the room and that my portals are correctly placed as well. Is there a limit to the amount of light sources you can have in a cell? I have the ambient light of the entire cell switched to black for all angles so my interior has a dark gloomy effect, but I have switched off all fog because that isn't the room feel I want for this interior. Link to comment Share on other sites More sharing options...
Everex Posted March 1, 2012 Author Share Posted March 1, 2012 I should say that when I say certain light sources are "disappearing" I meanthey are turning on and off when moving around in rooms or looking away from the light source. Link to comment Share on other sites More sharing options...
Skurk Posted March 1, 2012 Share Posted March 1, 2012 I should say that when I say certain light sources are "disappearing" I meanthey are turning on and off when moving around in rooms or looking away from the light source. Hi, this is probably because you have too many lights in covering the same area of the cell that casts shadows. I think it is not possible to have 4 shadowcasting lights or more hitting the same area without encountering the problem you just mentioned. I would recommend using the DefaultCandleLightNS (or something along those lines, NS stands for no shadow) and then using the "S" button to scale the light. Combined with using "Alt+S" (scaling the strength of the lightsource) you can achieve pretty nice results. For example I never use shadowcasting lights for my ground sconces, but carefully positioning a standard light gives the illusion of them only lighting the area above them. Having a ground sconce lit up all the floor directly below is unrealistic. You could also use a rotated spotlight. You can check these glitches in the editor by right-clicking in the rendering window, pressing "Render Window Properties", going to the tab "Shaders" and check the box for "Debug - # of lights". Green is the "best" value, not many lights hit this area making it easy to render and giving a great performance, while red is the opposite. Good luck! Link to comment Share on other sites More sharing options...
Everex Posted March 1, 2012 Author Share Posted March 1, 2012 Oh I forgot to mention that I have all NS lights in my cell but I will try the debugging tool. Thanks! Link to comment Share on other sites More sharing options...
nutjob51 Posted March 2, 2012 Share Posted March 2, 2012 (edited) I had a similar problem where i had several NS lights in one room and they would behave in the same way that you described.I think that too many lights, even NS lights in one place can cause this issue so i deleted some and my problem was solved. Edited March 2, 2012 by nutjob51 Link to comment Share on other sites More sharing options...
diegocamp Posted March 20, 2012 Share Posted March 20, 2012 I had a similar problem where i had several NS lights in one room and they would behave in the same way that you described.I think that too many lights, even NS lights in one place can cause this issue so i deleted some and my problem was solved. I´m having that problem too. I used too many of them and now some of them go off and on. All NS lights. Do you know if there is any workaround that issue? Or is it a limitation of the creation kit? Link to comment Share on other sites More sharing options...
thejadeshadow Posted April 23, 2013 Share Posted April 23, 2013 I know this is an old thread, but thought i'd respond anyway. If you press "L", you will see the radius of the lights you have placed. If the radius lines of lights overlap too much, you will get objects that will not render lighting. Also, if you go to File > Preferences > Shaders you can click "# of lights" under Debug. Any parts of your mod that are red have too many lights on them. Link to comment Share on other sites More sharing options...
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