weird lights behaviour

Post » Sun Jun 24, 2012 2:18 am

hello guys i have browser lots of topcs and didint found any with this ...

Im have a strange bug while developing my new area while in game testing ..
lights keep turning off while i rotate my camera and look at some specific directions
i use some shadow lights and some normals ones
not 2 shadow has theyr limits (L) overlaping one each other ..
im using dwarven type lights and one fire place light at ths place

any one has any idea ? need more detail ?

btw Thanx all
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Jonathan Montero
 
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Post » Sun Jun 24, 2012 5:43 am

There is a known limitation as to how many shadow-casting lights the game will render at any given time... which is FOUR. If you have more than that in the Player's field of vision, some will automatically shut off until only four remain. These may toggle back and forth to create a flicker effect, depending on the diretion Player is facing; but they always work properly when the field of vision narrows to include less than four. To check if the lights are shadow-casters, the baseObject in the CK usually has an "NS" at the end of 'non-shadow' lights; or you can view the form's data by d-clicking it... the "type" is what you're looking for. The Wiki has a list of which light-types are shadow casters and which aren't... also more specific info on this limitation and to best workaround it.

Overlapping lights create a whole different set of issues, usually relating to alpha/transparency and visual clipping of lights (on nearby effects) and shadows (if enabled).
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Pete Schmitzer
 
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Post » Sun Jun 24, 2012 9:31 am

Thanxhttp://www.gamesas.com/user/764276-sluckyd/

ok .. thx for the answer ... i know well how to difer shadow caster from non-shadow caster ones ...
but my bug shuts off the normal ones depending direction i move the camera ... some times until when i face a wall ( so i dont have more tham 1 light at sight field)

also it shuts off some shadow casters eaven when is the only light inside the room

what means when the light marker get red at render viwport of CK ? (has not with the bug i just dont know)
the shut off bug some time shut off lights at render window to when i move the camera direction

thankx for help
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Lalla Vu
 
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Post » Sun Jun 24, 2012 11:31 am

Any one know a cel with very complex lightning setup i can check to have some exemple ?
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Danii Brown
 
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Post » Sun Jun 24, 2012 10:32 am

Thanxhttp://www.gamesas.com/user/764276-sluckyd/

ok .. thx for the answer ... i know well how to difer shadow caster from non-shadow caster ones ...
but my bug shuts off the normal ones depending direction i move the camera ... some times until when i face a wall ( so i dont have more tham 1 light at sight field)

also it shuts off some shadow casters eaven when is the only light inside the room

what means when the light marker get red at render viwport of CK ? (has not with the bug i just dont know)
the shut off bug some time shut off lights at render window to when i move the camera direction

thankx for help
You're misinterpreting the whole 4 shadows 'within sight'. Unless you set up roombounds, your line of site extends through walls. You may be looking at one light in the room, but if there are more lights in other rooms behind the wall, those are still rendered. (Again unless you've set up roombounds to cull the other rooms)

If a bulb gets red in the editor, it means it's a shadow light that cannot be rendered either due to limits (Which I don't think exist in the CK), or it means you have turned shadows off. Check View > Show/Hide and ensure that 'Shadows' is checked.
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HARDHEAD
 
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Post » Sun Jun 24, 2012 10:09 am

Hey Thx for the answerhttp://www.gamesas.com/user/699844-alexander-j-velicky/

OK here we go .. all rooms at my cell are set up with roombounds and portals does my "line of sight" can be considered through a closed door that divide 2 roombounds as same place of portal ?

like on this example below ... considering at portal place also has a closed textured door

Will line of sight be considered working as ??:
S1 that see 5 lights or more lights (Ln)
S2 that see only 3 lights
S3 that see only lights inside same room (roombound) and can not see trought portals

[img]http://i1091.photobucket.com/albums/i390/iFoxy_Dwarf/temp/sample2.jpg[/img]

once again thanks for help
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Donatus Uwasomba
 
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Post » Sun Jun 24, 2012 2:42 pm

Yes... Visual line of sight does not apply here. If the light source is in ANY WAY in the direction of the camera, regardless of walls, it is still being rendered. Also, the editor does not apply the room bounds, you must go in game to test.

With your example picture, all 6 light sources will render even from in game.

Remember that the editor is showing everything in its raw form. Room bounds are just markers and are not actually doing anything, and everything in the cameras arc is being rendered even if you cant see it.

In game, everything in the cameras arc is being rendered, unless it is behind a room bound you are not close enough to have rendered due to a portal or actually being in that room bound.
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DAVId Bryant
 
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Post » Sun Jun 24, 2012 7:55 am

Thankx masterhttp://www.gamesas.com/user/355834-echonite/

how my exemple image would be rendered in game ?? with the roombounds and that portal ?
i still have the 6 lights beem "rendered" (os seem but only 4 rendered) ?

Dont worry about SK develper time .. i have few insues with SK.. my problems are in game
Some times i also have normal (non-shadowcaster) lights turning off while in game ..

THXXX
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Danial Zachery
 
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Post » Sun Jun 24, 2012 5:17 am

Im not fully understanding your question.

As for normal lights, there is a limit to those as well. 4-6 IIRC.
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Leilene Nessel
 
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Post » Sun Jun 24, 2012 9:59 am

Ok master here is an graphic of exataly what i have here
[img]http://i1091.photobucket.com/albums/i390/iFoxy_Dwarf/temp/sample3.jpg[/img]

i have this 3 rooms encapsuled by 2 roombounds and 1 portal conecting them
purple lights are shadow casters yellows are not
in game, from sight spot facing this direction the light L1 shuts off while im inside "room b" depending what direction i face my camera some lights also shut off
How dos game engine behaives ?
Like S1 view .. that views all lights inside room b
Like S2 that view only lights that could be vewed thought the portal
Like S3 that view and render only lights inside same roombound where player is ?

hope now i have explained myself clear
^.^

btw thx for your patience
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Tom Flanagan
 
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Post » Sun Jun 24, 2012 12:49 pm

Ok, your problem is very clear.

Because you have 2 room bounds connected by a portal, each room WILL render(So having room bounds in your instance is literally pointless). So you have potential for EVERY light to be rendered (Remember, visual line of sight doesnt apply. If its behind a wall you are looking at, it will render!)

Example. Stanting at say L7, and looking at L3, you have all 7 shadow casting lights rendered.

The only thing i can suggest to help, but not eliminate your problem is to put that smaller room in its own room bound and connect it to the larger room. This will prevent those lights in the smaller room from rendering when in the first room, and vice versa.

And revisit that small room. Do you really NEED 3 shadow lights in there?
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Killer McCracken
 
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Post » Sun Jun 24, 2012 10:06 am

Here is a ingame print of that smal room ... red arrowns show the 3 Directional Spots shadow casters ...
i realy dont need them to be shadow casters .. but directional .. since i could not find any non-shadow caster directional light i used the shadow ones.. =\

are there any best way to conect roombounds and portals to best render ? .. using more corners maybe ? or long rails ?

[img]http://i1091.photobucket.com/albums/i390/iFoxy_Dwarf/temp/sample4.jpg[/img]
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Queen
 
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Post » Sun Jun 24, 2012 12:17 pm

You just need to use far less shadow lights. I limit myself to one shadow light every few rooms. I use them only where absolutely crucial for lighting/design effects.

I think you'll find that non-shadow lights really do just as well in so many places.
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Auguste Bartholdi
 
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Post » Sun Jun 24, 2012 3:40 pm

Yp i think i got it .... before i thoth room bounds would prevent this renders like they were real walls
Take a look at this image ... thats why im using so many shadow casters ..
[img]http://i1091.photobucket.com/albums/i390/iFoxy_Dwarf/temp/sample5.jpg[/img]
since i cant simulate shadows with texture a map i need them to create that nice effect pointed with the red arrowns .. other way the room become so flat
=\
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Cathrine Jack
 
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