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Point Light Shadows

Point Light Shadows

Postby Shando » 18 Jan 2017, 06:13

Hi All,

I remember reading somewhere here ( the forum search doesn't like Point or Light as they are too common ;) ) that Point Light Shadows weren't working due to a Shader issue??? Is this still the case??

Thanks in advance

Shando

PS: Changing the Background Colour in Scene Settings doesn't seem to save with the Scene for some reason?
PPS: Is there any way to convert Graphs to Lua (some are too big to view on my 17" laptop screen and there's no way to print them easily)? If not I may have to see if I can come up with something :mrgreen:

For example.....

The "Simple Hud" skyGraph would generate something like this (as far as I can tell):

onInit
Code: Select all
gui.workSpace("SkyUI")
guiID = gui.Load ("Simple_Hud.rml")

local bTmp = True

if (bTmp) then
   gui.setFullScreen(guiID)
end


onUpdate
Code: Select all
local iTmp = 3
local sTmp = "Lives: " .. iTmp

gui.setFontSize(guiID, "lblText1", 20)
gui.setText(guiID, "lblText1", sText)

iTmp = 100
sTmp = "Time: " .. iTmp

gui.setFontSize(guiID, "lblText2", 20)
gui.setText(guiID, "lblText2", sText)

iTmp = 2100
sTmp = "Score: " .. iTmp

gui.setFontSize(guiID, "lblText3", 20)
gui.setText(guiID, "lblText3", sText)
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Re: Point Light Shadows

Postby epsilonion » 18 Jan 2017, 10:17

Yeah this was one of my bug reports when Gen2 first hit us.

Lights
if memory serves me right is was due to deleting the directional light and if you need a dark scene then just keep it in the scene and set the brightness to '0', this was the fix at the time.

Recently (yesterday) I saw that the point light was acting more like a spot light on some models giving shadow on the lower half of where the light hits the model but it worked spotlessly (see the pun there) when I first produced the scene when gen2 first hit and also works in gen1.

On the graphs issue (inc Player v2).
You can code your scripts and they are compatible with the graphs so having a graph on a character you can also have scripts working with that graph.

I find the graphs a problem as well that they are far to large and having loop backs and navigating them can be an issue.
I do not see a way of converting it to a LUA format and I would look at the FPS v1 perset and GUI files to see whats going on there as reference.

On another note: I am hoping to have the rest of the initelisense lib's ready for go by the 25th of this month so they should be in the next update, there are not many to do now.. :)

Below is the GUI files of the HUD v1
FPS Hud_v1.zip
V1 version of the hud
(999.11 KiB) Downloaded 385 times


hope this helps.
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Re: Point Light Shadows

Postby Shando » 19 Jan 2017, 05:02

if memory serves me right is was due to deleting the directional light and if you need a dark scene then just keep it in the scene and set the brightness to '0', this was the fix at the time.


I'll give this a go and see if it works, thanks.

UPDATE: No, doesn't seem to work?? I've taken a couple of screenshots to show what's happening:

Shadows ON.JPG
Shadows ON.JPG (168.46 KiB) Viewed 6552 times


Shadows OFF.JPG
Shadows OFF.JPG (337.93 KiB) Viewed 6552 times


With regards to the Visual Modules, is there a listing anywhere of what each of the inputs/outputs are for each Module and also what type of value is required for each??

Hopefully something like this (where ALL UPPER CASE equates to an Event):

Code: Select all
Animate
IN:  Object (int) - Anim (string) - PLAY - STOP - Loop (bool) - Blend (int) - Weight (float)
OUT: NIL

Event Split X4
IN:  EVENT
OUT: EVENT1 - EVENT2 - EVENT3 - EVENT4

Audio 2D
IN:  PLAY - STOP - File (string) - Volume (float) - Pitch (float) - looping (int)
OUT: PLAYEVENT - STOPEVENT


Thanks again

Shando
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Re: Point Light Shadows

Postby epsilonion » 19 Jan 2017, 11:20

I am out at the moment at an appointment... there isn't a list at the moment but it is on the to do list so watch this space lmfao and it will get done just so much to do and little time to do it lol..
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Re: Point Light Shadows

Postby TattieBoJangle » 19 Jan 2017, 14:25

it is on the to do list so watch this space lmfao and it will get done just so much to do and little time to do it lol..


I must say it does feel like development has came to a crawl :cry:
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Re: Point Light Shadows

Postby SolarPortal » 19 Jan 2017, 15:20

nah, it was just xmas m8 :) We are working as normal, but some times in the year there are a few things to take care of outside of work. All plans still in place.. sorry if you feel that way.

@Shando, if you right click a module and use one of the options, it will spit out all the module info in the console.
Cant remember of the top of my head which option it is lol :P

Also, no point light shadows. For now, use a spot pointing in a direction and use a point as area fill light :)
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Re: Point Light Shadows

Postby Shando » 20 Jan 2017, 06:56

Hi SP,

Thanks for the reply.

I found the option "Display Module Data", but unfortunately it seems to output "Bool" for everything:

Code: Select all
----------------------------------------------------
|   MODULE CURRENT CONTENTS   |
----------------------------------------------------

Module Name      : FPS Camera 0
isUsed                   : true
moduleActive       : false
moduleID             : 0
is Container        : false
parentModule      : Root

Connector0                      : Debug
Connector0 value type  : BOOL
Connector0 Value          : true
Connector0 type            : 1
Connector0 align          : 1
Connector0 Index          : 10

Connector1                      : Enable
Connector1 value type  : BOOL
Connector1 Value          : true
Connector1 type            : 1
Connector1 align          : 1
Connector1 Index          : 9

Connector2                      : FOV
Connector2 value type  : BOOL
Connector2 Value          : true
Connector2 type            : 1
Connector2 align          : 1
Connector2 Index          : 7

Connector3                      : Invert Y
Connector3 value type  : BOOL
Connector3 Value          : true
Connector3 type            : 1
Connector3 align          : 1
Connector3 Index          : 8

Connector4                      : Mesh
Connector4 value type  : BOOL
Connector4 Value          : true
Connector4 type            : 1
Connector4 align          : 1
Connector4 Index          : 1

Connector5                      : Object
Connector5 Input Pin  : VALUE
Connector5 value type  : BOOL
Connector5 Value          : true
Connector5 type            : 1
Connector5 align          : 1
Connector5 Index          : 0

Connector6                      : Offset Cam
Connector6 Input Pin  : VALUE
Connector6 value type  : BOOL
Connector6 Value          : true
Connector6 type            : 1
Connector6 align          : 1
Connector6 Index          : 2

Connector7                      : Offset Mesh
Connector7 Input Pin  : VALUE
Connector7 value type  : BOOL
Connector7 Value          : true
Connector7 type            : 1
Connector7 align          : 1
Connector7 Index          : 3

Connector8                      : Offset Tag
Connector8 Input Pin  : VALUE
Connector8 value type  : BOOL
Connector8 Value          : true
Connector8 type            : 1
Connector8 align          : 1
Connector8 Index          : 4

Connector9                      : Rotate Mesh
Connector9 Input Pin  : VALUE
Connector9 value type  : BOOL
Connector9 Value          : true
Connector9 type            : 1
Connector9 align          : 1
Connector9 Index          : 5

Connector10                      : Tag Name
Connector10 value type  : BOOL
Connector10 Value          : true
Connector10 type            : 2
Connector10 align          : 2
Connector10 Index          : 14

Connector11                      : Tag Position
Connector11 value type  : BOOL
Connector11 Value          : true
Connector11 type            : 2
Connector11 align          : 2
Connector11 Index          : 12

Connector12                      : Tag Rotate
Connector12 value type  : BOOL
Connector12 Value          : true
Connector12 type            : 2
Connector12 align          : 2
Connector12 Index          : 13

Connector13                      : Weapon ID
Connector13 value type  : BOOL
Connector13 Value          : true
Connector13 type            : 2
Connector13 align          : 2
Connector13 Index          : 11

Connector14                      : isCreated
Connector14 value type  : BOOL
Connector14 Value          : true
Connector14 type            : 2
Connector14 align          : 2
Connector14 Index          : 15

Connector15                      : sensi
Connector15 value type  : BOOL
Connector15 Value          : true
Connector15 type            : 1
Connector15 align          : 1
Connector15 Index          : 6

|   COMPLETED MODULE PRINTOUT
----------------------------------------------------


I've put together the attached doc and was hoping that StarFire or yourself could take a look and fill in the blanks (well the ??? anyway!!)???

With regards to the Lights, I'll keep using Directional Lights for now.

Thanks again

Shando
Attachments
SKYLINE MODULES.zip
(18.59 KiB) Downloaded 374 times
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Re: Point Light Shadows

Postby StarFire » 20 Jan 2017, 16:43

Ok shando I will take a look for you.
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Re: Point Light Shadows

Postby StarFire » 20 Jan 2017, 18:55

here is the updated file:
SKYLINE MODULES.zip
(30.39 KiB) Downloaded 382 times


hope this helps :)
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Re: Point Light Shadows

Postby Shando » 21 Jan 2017, 00:02

Hi StarFire,

Thanks so much for that.

Regards

Shando
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