Has anyone come across solutions to the following bugs?
Exhibit A:
Look at this chandelier. It's under a roof, and that roof is under a dome. The sun shouldn't be able to get in, and when there's no lights in this area, it's pitch black. But as soon as I add some static lights, the chandelier starts to cast a shadow from the sun. Its fpe says castshadow = 0, which should mean it's not affected by the sun, but the shadow is still there.
Here's the fpe for reference - could it be something in there?
;Saved by GameGuru Object Importer v1.000
;header
desc = lustre (long)
;visualinfo
textured = lustre_color.dds
textureref1 = lustre_color.dds
textureref2 = lustre_normal.dds
textureref3 = lustre_gloss.dds
textureref4 = lustre_illumination.dds
effect = effectbank\reloaded\apbr_illum.fx
castshadow = 0
transparency = 0
;orientation
model = lustre (long).dbo
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 11
defaultstatic = 1
materialindex = 2
matrixmode = 0
cullmode = 0
;physics shapes
physicscount = 0
;identity details
ischaracter = 0
hasweapon =
isobjective = 0
cantakeweapon = 0
;statistics
strength = 25
explodable = 0
debrisshape = 0
;ai
aimain = default.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;anim
animmax = 0
anim0 = 0,0
playanimineditor = 0
ignorecsirefs = 1
Exhibit B:
I've got this tiny little marker entity that runs a script when the player gets close. The entity itself is extremely simple and has a single texture. It worked in previous iterations of the lightmapper.
Now, whenever I try to lightmap the level containing this entity, it fails during the loading phase before any maps have been created, resulting in my level disappearing (or going back to real-time lighting).
Here is the fpe, in case it's something I'm doing wrong:
;header
desc = Torch recharge
;visualinfo
textured = marker.dds
effect = effectbank\reloaded\apbr_basic.fx
castshadow = -1
;orientation
model = marker.dbo
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 10
defaultstatic = 0
defaultheight = 50
isimmobile = 1
materialindex = 0
collisionmode = 11
alwaysactive = 1
;physics shapes
physicscount = 0
physics = 0
;statistics
strength = 25
explodable = 0
;ai
aimain = AE/recharge.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
This is not the only entity I have the causes this error, I've also had it with stuff from my Volumetrix light rays pack. What's going on here?
AE