1. #1

    Hard Edge Light Artifacts?

    Heya. I'm in the middle of making a night-time map and thus i need quite a bit of lights. I've had all lights placed out and then i got the "to much light in this area, lightning might not work properly" message, even though i only had two light sources within a three "block" radius... The lighting seemed to work well anyways, and i didn't think much of it.

    Now all of a sudden i have hard edge artifacts on the lighting throughout the entire level. I don't think i even messed with the lights when the problem first came up. What's causing this and how do i fix it?

    Also, I've set all of the lights to cast a static shadow instead of a dynamic shadow, and framerate drops has never been a problem with the map.

    It would help if any dev could come with some insight and give some hints on how to handle lightning in a level properly.
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  2. #2

    Re: Hard Edge Light Artifacts?

    No help?

    Here's an image of the problem:
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  3. #3
    stiggyhead's Avatar Senior Member
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    Mar 2014
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    Re: Hard Edge Light Artifacts?

    Happened to me too yesterday while doing a track whith a black and white filter on the camera, ihad nothing wrong for 2 days than all of a sudden ,while testing ,not adding objects, a light glitch appeared and never got away.
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  4. #4
    Oski's Avatar Senior Member
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    Re: Hard Edge Light Artifacts?

    Try deleting all lights except one and see if the problem persists. In THD there was a similar problem when there were too many lights in one spot.
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  5. #5

    Re: Hard Edge Light Artifacts?

    Yea I had this on an area, and there was a red warning at the top that I had too many lights in the area and that they might sto pworking correctly. So just delete a light from the area and try and make it look just as good with less lights in that specific area.
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  6. #6
    nannerdw's Avatar Senior Member
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    Re: Hard Edge Light Artifacts?

    I've been able to add a lot of lights and particle effects by disabling everything by default, triggering them on just before they come into view, and triggering them back off once you've passed the area. This works well for really compact tracks, where all of the lights are packed into a small area and still have to be calculated even if they're not directly visible. Also, turn the object draw distance as low as you can.

    The same probably goes for complex object geometry, which you can disable with a visibility event. In fact, if you've got an extremely complex group of objects that shows up multiple times in separate parts of the track, you can keep shifting it around with an object position event instead of wasting the extra geometry (only if you're really trying to squeeze every last ounce out of detail out of the editor.)
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