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OpenGL light radius control is screwed... (Community)
OpenGL light radius control is screwed... // CommunitysyntaxApr 12, 2005, 2:54pm
I use OpenGL video mode (because directx mode is absolutely atrocious on
this laptop) and have recently been fixing up some old areas of mine in Alphaworld. I stumbled across a old building that a friend of mine made and he has two light sources with the following code: 1. create animate me led1. 1 1 0, light color=red brightness=100 radius=10 fx=blink and 2. create animate me led1. 1 1 0, light color=red brightness=100 radius=10 fx=fire In OpenGL mode, these lights are not restricted by max world light radius or the radius=10 command. The brightness on these lights stretch as far as max visibility can stretch. These lights ruin the area I have been fixing up. If you want to check this out, go into OpenGL mode and head to AW 2153.07S 3763.34E 0.40a 101. Blinkin' lights every-which-way. The GET could not modify the light sources because the GET member on duty at the time was in DirectX mode (which this light bug is not affected by) and could not see the problem. -- Syntax SW City at AW 2217s 3610e www.swcity.net veraApr 12, 2005, 5:02pm
Try this one without the led1 texture.......
create light color=red brightness=30 fx=flash time=1 ..... the brightness at 100 is toooo muchhhhh:)))) [View Quote] > I use OpenGL video mode (because directx mode is absolutely atrocious on > this laptop) and have recently been fixing up some old areas of mine in > Alphaworld. I stumbled across a old building that a friend of mine made and > he has two light sources with the following code: > > 1. create animate me led1. 1 1 0, light color=red brightness=100 radius=10 > fx=blink > > and > > 2. create animate me led1. 1 1 0, light color=red brightness=100 radius=10 > fx=fire > > In OpenGL mode, these lights are not restricted by max world light radius or > the radius=10 command. The brightness on these lights stretch as far as max > visibility can stretch. These lights ruin the area I have been fixing up. > > If you want to check this out, go into OpenGL mode and head to AW 2153.07S > 3763.34E 0.40a 101. Blinkin' lights every-which-way. > > The GET could not modify the light sources because the GET member on duty at > the time was in DirectX mode (which this light bug is not affected by) and > could not see the problem. > -- > Syntax > SW City at AW 2217s 3610e > www.swcity.net mauzApr 12, 2005, 5:18pm
[View Quote]
Roland said during 3.2 beta that "in OpenGL mode, many lights will
appear brighter because OpenGL has no concept of a minimum light radius and provides no way to implement one, or so I am told by Criterion. So, lights restricted by radius will shine further in OpenGL mode." I wonder if anything has changed since 2001? -- Mauz http://mauz.info syntaxApr 12, 2005, 5:23pm
Therefore all lights at brightness=100+ should be dealt with. There's no
reason to have a light that bright anyway. Brightness=10 is too bright as well. Even brightness=3. Both shine over the max set radius limit. This light is runing my area im trying to fix up. :-\ -- Syntax SW City at AW 2217s 3610e www.swcity.net [View Quote] sw comitApr 12, 2005, 8:20pm
I've noticed the same thing. I'd use OpenGL if it weren't for that bug,
because openGL doesn't have the 8 light limit like DirectX does. I wish AW would improve current features like this instead of adding new ones. [View Quote] pc hamsterApr 14, 2005, 5:00am
Hi everyone:
[View Quote] >Try this one without the led1 texture....... >create light color=red brightness=30 fx=flash time=1 ..... the brightness at 100 >is toooo muchhhhh:)))) A better command would be this..... create light brightness=0.5 This command creates just enough light for you to pass by. Hope this helps :) [View Quote] PC Hamster Mayor - City Of Hamsterville pchamster at comcast.net Denver, Colorado (my REAL city :-)) http://hamsterville.tripod.com/ HAMSTERVILLE GROUND ZERO - AW 5029N 500E SKYPE ME at patspodcast sw comitApr 19, 2005, 9:46pm
Brightness .5 is default. You don't need to type that in. Also you don't
need the 0 in the front. Just an FYI. [View Quote] |