Product Chat / lighting issue on some FPS Creator Classic converted to GameGuru

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Super Clark
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Posted: 27th Feb 2019 15:35 Edited at: 27th Feb 2019 16:17


Hi ho peeps, need bit of help with a lighting issue on some converted FPS Creator Classic converted to GameGuru,

I have created a D.i.Y Building Kit for the Building Segments (Prefabs) this is for making additions to the full converted
prefabs I have already posted.

The Issue?

Weird moving daylight shadowing, as you can see from the video I have added when you enter the building and walk around
the light shifts around randomly, if you move up to the sky and down to the ground it gets bigger then returns to
flickering when you move. This is the same even with the ceiling on the building.
I have checked the Full prefabs and it does not happen on them, I have checked the FPE below
all seems fine.

;header

desc = Chat Top D_Layer Walls (Straight)

;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua

;visualinfo
textured =
effect = effectbank\reloaded\character_basic.fx
castshadow = 1
transparency = 2

;orientation
model = chat top d_layer walls (straight).x
offx = 0
offy = 0
defaultheight = 200
offz = 0
rotx = 0
roty = 90
rotz = 0
fixnewy = 180
scale = 100
collisionmode = 1
defaultstatic = 1
materialindex = 2

;identity details
isimmobile = 1
forcesimpleobstacle = 3
notanoccluder = 0

;statistics
strength = 100
explodable = 0
debrisshape = 0

I have attached the kits with a Map to test. Hope someone knows what is going on?

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Pirate Myke
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Posted: 27th Feb 2019 17:28
effect = effectbank\reloaded\character_basic.fx
That is not the right shader for objects.
Try apbr_basic.fx instead.
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Super Clark
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Posted: 27th Feb 2019 18:26
@Pirate Myke, nope mike tried all the apbr and the standard ones still same .
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Teabone
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Posted: 27th Feb 2019 18:48 Edited at: 28th Feb 2019 17:14
I've encountered this issue as well. Believe its related to occlusion. The engine is trying to hind what is not in view, however doesnt account for shadows in view. I can't recall how I bypassed this.

Try notanoccluder = 1

There are some other fairly unknown FPE commands mostly used for EBE that you could try to see if it solves your problem:

forcesimpleobstacle = #
orceobstaclepolysize = #
isebe = #

EDIT: By the way this is kind of random but I'm actually going through a similar issue with another editor, whereas the terrain that is not in view will disappear in the water reflections. So this is for sure related to optimization functionality in the editors. I'd try to play around more with the FPE and there should be a way to block out the segments from disappearing. Maybe try expanding the occular distance.
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Super Clark
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Posted: 28th Feb 2019 13:26
@Teabone, nope again tried

notanoccluder = 1

i keep testing everything just getting nowhere
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 28th Feb 2019 14:21
Are there LOD meshes in those segments?

Wondering if it is LOD kicking in and out from a shadow point of view.

Could try notanoccludee too?

Cheers.
Super Clark
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Posted: 28th Feb 2019 15:36
@cybernescence, don't think any of the classic had lod meshes but i might be wrong. I attached the
files in first post, if you can take a loo and see maybe you might figure whats going on for me.
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Pirate Myke
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Posted: 28th Feb 2019 16:37
You have textures labeled in the DNSI fashion. They are not ready for PBR.
Set the shader to entity_basic.fx

The character basic is looking for bones, these static entities do not have or are not supposed to have bones.

You are mixing PNG and DDS files, choose one or the other.

When testing what you have turn the occlusion slider all the way to zero and see if that stops the shadows from flickering in and out.

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Teabone
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Posted: 28th Feb 2019 17:16 Edited at: 28th Feb 2019 17:16
I also didnt notice you had effectsbank referencing to it as a character model. That could be one of the issues right there.
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synchromesh
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Posted: 28th Feb 2019 18:25
When I had this I simply grabbed an up to date static FPE and edited it for each module.
That seemed to sort it for me.
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Super Clark
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Posted: 28th Feb 2019 21:35
@Pirate Myke. Turned occlusion slider all the way to zero and that seemed to stop the flickering, I also well as swapped
the FPE for one from static new model.

However!! the entity_basic.fx will not work on the models when in light mapping prebake mode.
had this from beginning and the only ''fx '' file that works on the models in prebake is character.fx

Any ideas how to fix?
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Avenging Eagle
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Posted: 28th Feb 2019 23:29
Lightmapping in general doesn't work reliably in the current beta or public preview so you should stick to realtime lighting for the time being.

AE
Pirate Myke
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Posted: 1st Mar 2019 00:04
For Lightmapping:
The fpe files will need to have the diffuse texture listed. They need to be single texture per object as Multi material objects still could disappear after light mapping. That is hit or miss depending of the mesh.

I downloaded the files from above. Give one object name that is causing issues and I will see if I can make it right. Letting you know how to fix the rest.
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Super Clark
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Posted: 1st Mar 2019 02:16 Edited at: 1st Mar 2019 11:01
@Pirate Myke, all the file in the download disappear when in prebake mode myke.. thanks i have tried all i know still same ...
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Teabone
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Posted: 1st Mar 2019 22:28 Edited at: 2nd Mar 2019 05:51
Are you not defining a diffuse texture because these entities are actually made up of several textures?

Are these entities using mult-textures? I dont think the lightmapper supports that?
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Super Clark
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Posted: 2nd Mar 2019 01:47 Edited at: 2nd Mar 2019 04:04
@ Teabone, I will give that a try, just busy making a new multi room grand chataeu with bunker basement.







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Ertlov
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Posted: 2nd Mar 2019 10:43
Can AI navigate those properly? Asking for a friend...
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Super Clark
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Posted: 2nd Mar 2019 15:02 Edited at: 2nd Mar 2019 15:12


This is a 3rd person walk through to show it is fine for playing in game.

The Chateau is not fully finished at the moment still some fine tweaking, some walls need adjusting and floors as well as
I have to find a complete roof as there is no full roof segments in FPSC Classic, But its getting there.
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synchromesh
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Posted: 2nd Mar 2019 16:08
There is a clipping error on the right turn I reported ages ago ..
It would be good and improve that style of play if it was sorted.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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