Page 1 of 1
Flickering Lights
Posted: Sun Apr 12, 2009 3:33 pm
by RepSharpshooter
Whenever I put lights in ZE, It can take no more than a couple before some start to flicker on and off as I come near them. I opened Utapau in ZE and saw they had like at least 60 lights which function (as it appears) flawlessly.
Am I doing something wrong? I have tried combinations of spots and omnis to no avail, anything over 3-4 lights start to fail.
Re: Flickering Lights
Posted: Sun Apr 12, 2009 6:19 pm
by squipple
I'd read the docs on this one. I remember reading that if you place lights in ZE you can't have more than a few before that starts happening. I think in Utapau they're place a different way, like as an object, or they're using regions or something. There is a way to get more in the game without the flickering, but I remember it being a pain and/or not being able to see results easily.
Re: Flickering Lights
Posted: Sun Apr 12, 2009 6:20 pm
by ryukaji
The utupau lights are attached .odf's not ZE lights. Read the docs.
Re: Flickering Lights
Posted: Sun Apr 12, 2009 6:53 pm
by Eggman
ryukaji wrote:The utupau lights are attached .odf's not ZE lights. Read the docs.
I think we can trust Rep' to take the initiative to do that.
But yes, it is mentioned in the lighting doc that once a certain number of lights are affecting an object, the game begins to decide which lights to display and which not to, which is probably why the flickering is happening.
Re: Flickering Lights
Posted: Sun Apr 12, 2009 8:11 pm
by Teancum
Eggman wrote:ryukaji wrote:The utupau lights are attached .odf's not ZE lights. Read the docs.
I think we can trust Rep' to take the initiative to do that. 
Awesome

Re: Flickering Lights
Posted: Sun Apr 12, 2009 8:18 pm
by FragMe!
I have the same problem with Battle for Republic City, using the Street and hanging lamps and it didn't matter if it was lights attached by odf or put in ZE. But I also noticed on a shipped map that uses the same lights, Naboo, they also do flicker on and off at times too.
Re: Flickering Lights
Posted: Mon Apr 13, 2009 2:52 pm
by ryukaji
I dont think ive ever noticed that must just be you guys
Re: Flickering Lights
Posted: Mon Apr 13, 2009 5:19 pm
by RepSharpshooter
Eggman wrote:ryukaji wrote:The utupau lights are attached .odf's not ZE lights (check the "light" layer). Read the docs.
I think we can trust Rep' to take the initiative to do that.
But yes, it is mentioned in the lighting doc that once a certain number of lights are affecting an object, the game begins to decide which lights to display and which not to, which is probably why the flickering is happening.
@ryukaji, the utapau lights are
placed in ZE, look for yourself. I have read the docs, and have written a few of my own.
@Eggman -Ah indeed, even 3ds Max has trouble rendering multiple lights in it's preview viewports. I suppose since no acceptable workaround has been found by anyone or is possible, I'll have to "cheat" via Vertex Lighting. The problem is that only the full exporter supports VL, so I'll have to write it into MeshEx if I ever get the time.
So the way the game devs got around the problem (like I will) is they burn on the static lighting, such as the utapau lights, sun coming in through windows etc, all in XSI beforehand. This way, the ZE lighting only has to light up 1 object, the player. This is why Utapau has rows of 60 lights and you do not notice flickering, because only the player is being lit, one light at a time as he walks by.
Thanks everyone.

Re: Flickering Lights
Posted: Mon Apr 13, 2009 6:32 pm
by ryukaji
@ryukaji, the utapau lights are placed in ZE, look for yourself. I have read the docs, and have written a few of my own.
Sorry, hehe, but your right there is also ZE lights to actually light a player cause odf lights dont do that very well. I just didnt know about any flashing light problems with it. Yeah I guess its kinda dumb of me to tell you to read the docs cause I know that you know a lot more than I do haha.