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Shadow Regions don't affect Terrain?

Posted: Sat Jun 23, 2007 6:41 pm
by jangoisbaddest
I've been trying to produce a nighttime feel in my map through the use of a Shadow Region that's as big as the map (I'd use the Lighting tools in Zero Editor, but I don't want this nighttime effect for every gamemode). Now, everything seems to be effected except the terrain - I set the Top and Bottom Ambient color to the 30-30-30 range, and the terrain is just as bright as before. When I change the Ambient color in ZE, the terrain is indeed affected, so am I missing something, or is what i'm trying to do not possible (or should be done through other means)?

RE: Shadow Regions don

Posted: Sat Jun 23, 2007 9:40 pm
by jangoisbaddest
Once again, I may not be making myself clear. My goal is to have one layer be quite dark (terrain and all), and another be normal, default lighting. Judging from th simple fact that ZE did not seem to differentiate between the two layers when i messed around with the lighting on one layer, I thought it was a global thing.

Posted: Mon Jun 25, 2007 6:50 pm
by Ace_Azzameen_5
Look in the bf2_scripting_system docs. (I think) You can enable and disable ZE lights (under the lighting tab) via the script. But I think doing it to the sun makes a crash.

My suggestion then would be to have the sun not actually be a sun, just a light with distance, if you even need to specify a sun at all. Then just use to different sun-lights for the different modes. Wait...do you even specify a particular light as sun? I forget...

I wish there was a way to make shadow regions affect objects too. I'm trying to make the under-water area of my map dark, and retexturing is not an option and ZE lights might be to too much of a performance hog.

Posted: Tue Jun 26, 2007 12:16 am
by jangoisbaddest
Okay, are ZE lights considered objects? Specifically omni lights? Because I had actually thought of this RIGHT after I posted my other thread and had gone to work: if there is a command to destroy/disable lights in the LUA, then all I have to do is set the global lighting settings and terrain color to the nighttime brightness, and then have a giant omni - light that is only active for the daytime modes. The only thing is....if lights are NOT objects, there may not be a function to disable them. I'll try it out. Meanwhile, if anyone knows of a specific function that can indeed affect lights in ZE, please feel free to share the information.

Edit: Blast! Looks like you can't use KillObject for lights. Hopefully there is some other function out there than can help.

Posted: Tue Jun 26, 2007 2:53 am
by t551
I was under the impression that terrain lighting was burned in at mungetime and was not affected by dynamic lights?

Posted: Tue Jun 26, 2007 7:10 am
by Snork
wellll... you could just remove
SetMemoryPoolSize("EntityLight", 200)
from your LUA. I think that would work.