Product Chat / Static Lights [how to use them properly]

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GraPhiX
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Posted: 16th Mar 2017 13:24
Hi Guys,

Rebuilt my PC and did a new install of GG, as a test I added a couple of entity's and some lighting, static lights don't seem to be as bright as dynamic, I thought the only difference was static had to be baked, how do I get the same brightness as dynamic? with being limited to only 3 dynamic lights I have to use static lights, also when I bake the level the light model changes the bulbs disappear!

what I would lie to achieve is the illusion that the bulbs are lit, would I have to create my own model for that? someone helped me with lights before changing the texture I think was the way to go, can someone show me how to do it?
also can someone do what I have done in the below video and see if you get the same results.

I want my static lights as bright as the dynamic I increase the range from 500 to 1000 but I don't think that is to do with brightness.


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Belidos
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Posted: 16th Mar 2017 13:29 Edited at: 16th Mar 2017 13:59
The intensity and radius of static baked lights is controlled by Bloom and Surface Level.

To give the bulb of your light a glow so it looks on, open it's _D.dds file in an editor like PS or GIMP, find the area of texture for the bulb, and paint it white, then paint everything else black, and save it as an _I.dds (ie if it's called light_D.dds then save the new image as light_I.dds) and put it in the same folder as the light entity.

Then when you put it in the game (making sure entities are set to highest) it will glow.

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Pirate Myke
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Posted: 16th Mar 2017 13:31
Which light map did you try?
F3 at least to render the static lights.
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GraPhiX
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Posted: 16th Mar 2017 13:34 Edited at: 16th Mar 2017 13:42
Quote: "(making sure entities are set to highest)"


Hi Belidos how do I set to highest? ignore my stupid remark I know what you mean

Quote: "Which light map did you try?"


Hi Pirate Myke yes it was F3
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Belidos
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Posted: 16th Mar 2017 13:40
In the tab tab settings, under shader options. Entity Shader.

Also, quick tip with lights and baking, don't use pure white or pure black lights as static lights, they don't lightmap very well, change them to very very light grey or very very dark black, never to full white or black, you could even throw in a tiny drop of another colour, say yellow that helps too.

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GraPhiX
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Posted: 16th Mar 2017 13:45 Edited at: 16th Mar 2017 13:49
@Belidos

I have tried editing the DDS file think I am doing it wrong no glow I have attached the original and the one ive created, what have I not done?

I took your advice (thank you) and changed the colour from white its much better but still no where near as bright as dynamic
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Belidos
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Posted: 16th Mar 2017 13:52 Edited at: 16th Mar 2017 14:00
As i said, to increase the light from static lights you have to increase the bloom and the surface level sliders. hey're not as bright as dynamic lights unless you adjust these settings.

The _S texture looks fine (as long as that is the correct part of it for the light bulb bit), you just need to set the entities to highest, and adjust bloom to make it brighter or darker.

Edit: That should be floodlight_I.dds (uppercase i, not lowercase L), sorry my bad.

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3com
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Posted: 16th Mar 2017 13:57
I guess Belidos might be talking about _I file. IE: mytexture_I.dds

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Belidos
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Posted: 16th Mar 2017 13:58 Edited at: 16th Mar 2017 14:02
Oh damn, yes sorry i meant _I.dds not _S.dds, my bad

You need to make the part that is the bulb white, and everything else black and save it as floodlight_I.dds (that's a capital i not a lowercase L :p ), keep the old _S file as it is (that's its shiny stuff).

I literally noticed that moments before 3Com posted and was in the middle of making edits lol

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GraPhiX
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Posted: 16th Mar 2017 14:02
Quote: "As i said, to increase the light from static lights you have to increase the bloom and the surface level sliders"


Yes I got that I just cannot get the bulbs to show or light up mapping removes them for some reason F3
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Belidos
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Posted: 16th Mar 2017 14:03 Edited at: 16th Mar 2017 14:03
Read a couple of posts up, i made a mistake and told you the wrong file extension, it should be _I not _S

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Belidos
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Posted: 16th Mar 2017 14:06
Try this texture, just drop it in with your other files for the model.

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3com
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Posted: 16th Mar 2017 14:09
Quote: "(that's a capital i not a lowercase L :p )"

I always think so. Firts time I've deal with, I've copy/paste from stock one, just in case.

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GraPhiX
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Posted: 16th Mar 2017 14:17
thanks Belidos, but I think either the model is screwy or the lightmapping, I can do what I want with a street lamp but not the floodlight
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Pirate Myke
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Posted: 16th Mar 2017 14:32 Edited at: 16th Mar 2017 14:57
The transparency in the _D texture may be messing with you on the flood light. As you look thru the render object in test game, you can see thru it.
This is a very common problem with a lot of engines. I have a lamp post with a light inside and glass enclosed, and it never works right.



I am going to remove the alpha and then try the Illumination map on it.

Alpha removed and that spot pasted the other light section on it and lightened it up.



The object not re light mapped with dynamic light.


The object re light mapped with a color of #ffffee with a 2500 range and static.


Below are the new _d and _i textures.
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GraPhiX
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Posted: 16th Mar 2017 14:56
@Pirate Myke
yeah thank you

P.S. what happened to your Avatar?
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Pirate Myke
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Posted: 16th Mar 2017 14:57
Your welcome. Dont know, but I need to check it out.
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GraPhiX
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Posted: 16th Mar 2017 15:07
worked perfectly and I now know how to do illumination maps
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Pirate Myke
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Posted: 16th Mar 2017 15:18
Excellent.
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Belidos
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Posted: 16th Mar 2017 15:28
Ah yeah, i don't have access to that model right now, if i'd known there were transparent parts it would have clicked right away that it's probably the transparency bug occluding the bulbs illumination map. Lee really needs to fix the transparency issues, they've been around way too long.

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