Author Topic: dim3 v24 Release  (Read 20297 times)

Galavant Garde

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Re: dim3 v24 Release
« Reply #60 on: June 29, 2016, 02:48:54 PM »
Hmm I quite like how well Dim3 works on older hardware - don't want to break it.  I'll try a few workarounds - if for example there are any particularly big lights, I could just switch them off when in adjacent rooms using a script and switch them back on when you're in the room they're meant to light up...something like that

ggadwa

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Re: dim3 v24 Release
« Reply #61 on: July 01, 2016, 07:01:57 AM »
Hmm I quite like how well Dim3 works on older hardware - don't want to break it.  I'll try a few workarounds - if for example there are any particularly big lights, I could just switch them off when in adjacent rooms using a script and switch them back on when you're in the room they're meant to light up...something like that

Or just keep hallways far enough away from other rooms or have the parts of those rooms away from where the light in the hallway is; sometimes in games they separate things to work around how the engine works.

[>] Brian

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Re: dim3 v24 Release
« Reply #62 on: July 04, 2016, 06:18:34 AM »
True that, like those classic long hallways before you reach big open spaces  ;)

Separate question - is there any way to turn rain on and off using a script?

ggadwa

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Re: dim3 v24 Release
« Reply #63 on: July 04, 2016, 01:24:40 PM »
No, I don't think I ever added that.

[>] Brian

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Re: dim3 v24 Release
« Reply #64 on: November 01, 2016, 01:30:27 PM »
Oh hey so I found something interesting in v24 - when lights overlap, you occasionally get zones of the map that are 'dark'.  Anything within that area will have what appears to be an inverted specular map (if you're using specular maps) and even with light shining on it it'll stay dark.

Obvs not a problem if you keep your lights from overlapping, but I thought I'd mention this in case it's not expected behaviour

EDIT - so it appears to be when two light sources touch a single polygon or mesh, that polygon or mesh doesn't light up correctly.  Just gotta be careful with lighting I guess ;-)

Galavant Garde

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Re: dim3 v24 Release
« Reply #65 on: March 23, 2017, 03:49:08 AM »
Hola Brian, question...I recall you putting Scruffy's model on the start screen of Scruffy 3D - is there any way to change the location/colour/intensity of the light source?

ggadwa

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Re: dim3 v24 Release
« Reply #66 on: March 23, 2017, 12:36:04 PM »
Hola Brian, question...I recall you putting Scruffy's model on the start screen of Scruffy 3D - is there any way to change the location/colour/intensity of the light source?

Yup.  You made me go back and look at the Scruffy model, that was a really nice model :)

In editor, select the model, go to settings, and way at the bottom there's a bunch of settings for UI lighting.  Basically offsets to where the single light is that lights it.

[>] Brian

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Re: dim3 v24 Release
« Reply #67 on: March 27, 2017, 05:18:34 AM »
Ace, thanks!  Final question on this - is there a way to change the ambient light colour on the start screen?  I believe it's set to white

ggadwa

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Re: dim3 v24 Release
« Reply #68 on: March 28, 2017, 06:59:58 AM »
Ace, thanks!  Final question on this - is there a way to change the ambient light colour on the start screen?  I believe it's set to white

No, the lighting stuff is mostly used so the shading can look good on the model.  You can probably fake it by making a version of the model that has a texture that's darker, if that's what you are looking for (i.e., back in the darkness.)

[>] Brian

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Re: dim3 v24 Release
« Reply #69 on: March 28, 2017, 12:39:19 PM »
Ahso yeah that's what I meant - like it's in the darkness and the light only shows a little bit of its face. Cool I'll try darker textures, good idea!

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Re: dim3 v24 Release
« Reply #70 on: January 04, 2018, 04:34:46 AM »
Not sure if it's worth mentioning, but I think I found a v24 camera bug.  When restoring a save file, it restores the camera state from when you hit 'load' rather than when you hit 'save'

I came across it because when my player dies, the camera pans away at an odd angle.  So at full health with normal camera settings, I hit 'save', then I run out into the open then get shot.  When I die, the camera pans to the odd angle, and the 'load' menu appears.  Except when you hit the 'load' button to resume from when you had full health and a normal camera angle, it restores everything else normally but that weird camera angle stays.

Easy enough to make a workaround - I just reset the camera angle right before the 'die' event triggers the 'load' menu to open.  I'm really happy otherwise with how well the game state saving works - I remember older versions (years ago) that did all sorts of weird and unstable stuff.