No lights in G.E.C.K

Post » Fri May 13, 2011 3:43 pm

I cant get lights to work in G.E.C.K, am I doing something wrong ? I place em and try to scale using the S Key, nothing happens. Testet my Cell ingame all the lights I placed dont show up. I also testet some other cells from the game, a soon as I click with S on a light it goes dark and cannot be reactivated, even if I open the lights edit window and scale them there. Any ideas ?
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Rachel Hall
 
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Post » Fri May 13, 2011 5:18 pm

You can use the "A" key to toggle full lighting.

Yes it appears that ambient lighting in the GECK doesn't work the same as it did in the Fo3 GECK. There may be a trick to turning on the lights...

... or this could be similar to Havok in that some of the internal features that allow in-GECK simulations of game behavior (Havok for physics, X for lighting) is not included in the NV-GECK.

Hard to say really, but I also notice it missing.
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Charity Hughes
 
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Post » Fri May 13, 2011 5:11 am

You can use the "A" key to toggle full lighting.

Yes it appears that ambient lighting in the GECK doesn't work the same as it did in the Fo3 GECK. There may be a trick to turning on the lights...

... or this could be similar to Havok in that some of the internal features that allow in-GECK simulations of game behavior (Havok for physics, X for lighting) is not included in the NV-GECK.

Hard to say really, but I also notice it missing.



There is a bug in the GECK with lighting, if they 'go off' press F5 to re-render the window, the lights will appear as normal then.
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Marcia Renton
 
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Post » Fri May 13, 2011 6:25 pm

There is a bug in the GECK with lighting, if they 'go off' press F5 to re-render the window, the lights will appear as normal then.


This does not work, but thank you for the tip! :)

The only lighting in the GECK that works for me is to toggle Full lighting on ("A") right now.

Not a major issue to be sure, at least we still Have lighting =)
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[ becca ]
 
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Post » Fri May 13, 2011 4:25 am

I am having this same problem and the F5 key does turn the light back on (after a short delay while the window is re-rendered). But is sure is inconvienent to not be able to use the shift key to change the intensity of the light and not be able to see the adjustment "live". It will make doing lighting for a new cell a longer and more tedious process. :brokencomputer:
Thanks for the F5 tip, though.....I was having to save, close and re-open my file to see what I was doing! :hubbahubba:
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Natasha Callaghan
 
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Post » Fri May 13, 2011 6:53 pm

I'm wondering if it's a DX9 vs DX10/DX11 issue - on WinXP - lighting in FO:NV seems very uneven. When I was in the Lucky 38 Penthouse, there were zero additional light sources and everything looked washed out (like an old Quake2 or Half Life level).
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Kat Lehmann
 
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Post » Fri May 13, 2011 9:14 am

I'm wondering if it's a DX9 vs DX10/DX11 issue - on WinXP - lighting in FO:NV seems very uneven. When I was in the Lucky 38 Penthouse, there were zero additional light sources and everything looked washed out (like an old Quake2 or Half Life level).


Could be, but it's not related to XP - I'm on Windows 7 professional 64-bit and still get the issue.
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Milagros Osorio
 
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Post » Fri May 13, 2011 2:32 pm

A good trick that I use is moving ALL OF THE OBJECTS in the cell just a little bit, and then undoing that action. That allows you to see the lights. I don't know why that is, but it works. It's exceedingly tedious, though. Pisses me off that something like this isn't fixed.
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Amber Hubbard
 
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Post » Fri May 13, 2011 3:30 pm

Thanks all. Had that same issue and hitting F5 works. Still a pain when trying to be precise and not be able to view what's happening on-the-fly.

-Mush-
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Code Affinity
 
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