<!--quoteo(post=1742460:date=Dec 4 2009, 04:46 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Dec 4 2009, 04:46 PM) <a href="index.php?act=findpost&pid=1742460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, the point lights will default to casting shadows, and a large number of them will decrease performance (we'll be improving that in future patches though!)
If you want to make them default to not cast shadows, you can load up the ns2\ns2.editor_setup file and change this line:
<!--quoteo(post=1742537:date=Dec 5 2009, 01:38 PM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Dec 5 2009, 01:38 PM) <a href="index.php?act=findpost&pid=1742537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it not possible to simply have a shadow on/off checkbox in the object properties tab? Not every light has to cast shadows.<!--QuoteEnd--></div><!--QuoteEEnd--> There is an option in the object properties, this is just to change the default value when first creating a light.
Will there be a shadows on/off option on a per-object basis in the future?
And to those getting low FPS - now you know why Doom 3 is "dark" - stop using so many lights. More than 3 shadow-casting lights per room is probably near max.
<!--quoteo(post=1742538:date=Dec 5 2009, 12:41 PM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE(CoolCookieCooks @ Dec 5 2009, 12:41 PM) <a href="index.php?act=findpost&pid=1742538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is an option in the object properties, this is just to change the default value when first creating a light.<!--QuoteEnd--></div><!--QuoteEEnd-->
Now we mean there should be a shadow on/off button for all lights in the map. So we will turn off all shadows while working then we will turn on to see what it look likes then we'll turn off and ....
<!--quoteo(post=1742547:date=Dec 5 2009, 04:31 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 5 2009, 04:31 PM) <a href="index.php?act=findpost&pid=1742547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So unlike Textured Unlit mode you'd still have the normal light radii on, just not dynamic shadows cast from models?<!--QuoteEnd--></div><!--QuoteEEnd--> Indeed
<!--quoteo(post=1742538:date=Dec 5 2009, 06:41 AM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE (CoolCookieCooks @ Dec 5 2009, 06:41 AM) <a href="index.php?act=findpost&pid=1742538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is an option in the object properties, this is just to change the default value when first creating a light.<!--QuoteEnd--></div><!--QuoteEEnd-->
I also am getting framerate issues with lit mode a bit, my video card is made for shadows too, before I had NO problems, now it's quite slow and bothersome.
One of the large pipes going up toward the top of the tower has it's texture faces reversed, it's on the inside instead of the outside, so this model can't really be used for anything until it's fixed.
I wonder if ther will be water in ns2. And another thing: is it possible or will it be possible to cut props? For example I have this wall prop but i only need the lower half of it not the entire thing.
What I would like to know is how the paint selection mode works. I hold shift while using the select tool, and I do get the paint brush icon, but what purpose does it serve? Can anyone fill me in?
<!--quoteo(post=1742563:date=Dec 5 2009, 10:38 AM:name=Crispix)--><div class='quotetop'>QUOTE(Crispix @ Dec 5 2009, 10:38 AM) <a href="index.php?act=findpost&pid=1742563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What I would like to know is how the paint selection mode works. I hold shift while using the select tool, and I do get the paint brush icon, but what purpose does it serve? Can anyone fill me in?<!--QuoteEnd--></div><!--QuoteEEnd-->
Click and drag and anything you touch will be selected.
Anyone else think that it's possibly a good thing that people are getting a little bit of slowdown in the editor now? While all of the screenshots I've seen so far are absolutely fantastic, I am noticing perhaps too many lights in a large number of them. It is nice to have maps that looks good, but this isn't too useful when the maps aren't even playable due to the fps drop. The slowdown may make people hesitate a moment before copy/pasting those last 60 lights lining a long corridor... Just a thought!
I have yet to invest in this adventure YET, but in the mean time it sounds as if all lights are trying to be rendered in the level as if they are all actually viewable- if this is the case(or even not) it sounds like a preference to view "X" amount of lights from the camera's proximity might make things snappy again.
 Not a single crash today and even a huge increase (about double) in fps after disabling all the shadows on normal lights (compared to pre-patch where I had huge lags)... nice!
There are still some bugs remaining, what about a built-in manual bug-reporter with the option to send you the level so you can reproduce the bug..?
Having problems with the following right now:
- some props automatically turn by 180° on the red/blue axis EVERY time you move/roterate/resize them - some props disappear competely when trying to resize them (moving/roterating works) - props flicker (disappear) when moving the camera to certain positions in front of them - even if theres nothing between the camera and the prop - lights dont shine through catwalks (and leave no shadows under them) - shadows disappear in certain camera positions - normal lights shine through walls ... I guess you know this already ;)
pm me if you need evidence or the level to reproduce that...
<!--quoteo(post=1742593:date=Dec 5 2009, 12:22 PM:name=MrRadicalEd)--><div class='quotetop'>QUOTE(MrRadicalEd @ Dec 5 2009, 12:22 PM) <a href="index.php?act=findpost&pid=1742593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have yet to invest in this adventure YET, but in the mean time it sounds as if all lights are trying to be rendered in the level as if they are all actually viewable- if this is the case(or even not) it sounds like a preference to view "X" amount of lights from the camera's proximity might make things snappy again.<!--QuoteEnd--></div><!--QuoteEEnd--> Hmm? No, it was already mentioned upthread that toggling off shadows for the majority of your point lights returns performance to normal. I'm actually not sure why more people keep mentioning it.
YAY Update! I finally have spotlights... but no shadows on lights! When I can see a light with shadows set as True the whole screen goes yellow, sometimes with fades of red in really close up areas.
I can't get it to crash out, so I can't send an error report. I'm on a NVIDIA 7600 GT, XP Service Pack 3, Intel Pentium D CPU 3.40GHz 2.00 GB RAM. Don't know if that will help.
I'll see what I can do about getting it to crash out... is there any way to send an error report without crashing out?
Thanks for the spotlights! :(
EDIT: Just noticed others have posted this. Other than this issue, most other things seem to be better/fied for me. Not yet had a full on look around yet, will do soon tho! Keep up the good work guys!
It's working great except for 1 thing : I can't change the light color by typing(for example) : 250,250,250 it just doesn't save the number.
Best regards,
rXp>!<<!--QuoteEnd--></div><!--QuoteEEnd-->
I have run into this issue as well; I found you have to expand the property and then edit each color value individually; there are a few other properties like this.
<!--quoteo(post=1742623:date=Dec 5 2009, 10:27 PM:name=Xuaxinodal)--><div class='quotetop'>QUOTE(Xuaxinodal @ Dec 5 2009, 10:27 PM) <a href="index.php?act=findpost&pid=1742623"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have run into this issue as well; I found you have to expand the property and then edit each color value individually; there are a few other properties like this.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes I found that too, but it's kind of annoying when you want to copy color a lot of time on different type of lights.
Hmmmm, looking good so far. Will have to mess with it after finals. What I'd really love now is the ability to make a piece of geometry that views as solid/texture-able on both sides. Might not be so useful for actual geometry, but it'd make a good measurement aid for me. Maybe it's just the way I think in 3D? Also, what about the possibility of a "select all associated faces" option. Say you had some piece of geometry and you wanted to select all the faces that were "fused" as part of it (say a box in a room for the sake of argument). Would be a nice time saving shortcut so you'd only have to click once rather than navigating around it or having to click every single face of a complicated piece of geometry. Would make moving things, texturing things, etc easier.
Comments
If you want to make them default to not cast shadows, you can load up the ns2\ns2.editor_setup file and change this line:
<parameter name="casts_shadows" type="boolean" label="Casts Shadows" default="true"/>
to:
<parameter name="casts_shadows" type="boolean" label="Casts Shadows" default="false"/><!--QuoteEnd--></div><!--QuoteEEnd-->
Is it not possible to simply have a shadow on/off checkbox in the object properties tab? Not every light has to cast shadows.
There is an option in the object properties, this is just to change the default value when first creating a light.
And to those getting low FPS - now you know why Doom 3 is "dark" - stop using so many lights. More than 3 shadow-casting lights per room is probably near max.
Now we mean there should be a shadow on/off button for all lights in the map. So we will turn off all shadows while working then we will turn on to see what it look likes then we'll turn off and ....
Indeed
My fault.
Also, I noticed a problem with a model
models/props/refinery/refinery_skytower2_cap.model
One of the large pipes going up toward the top of the tower has it's texture faces reversed, it's on the inside instead of the outside, so this model can't really be used for anything until it's fixed.
Click and drag and anything you touch will be selected.
Anyone else think that it's possibly a good thing that people are getting a little bit of slowdown in the editor now? While all of the screenshots I've seen so far are absolutely fantastic, I am noticing perhaps too many lights in a large number of them. It is nice to have maps that looks good, but this isn't too useful when the maps aren't even playable due to the fps drop. The slowdown may make people hesitate a moment before copy/pasting those last 60 lights lining a long corridor... Just a thought!
There are still some bugs remaining, what about a built-in manual bug-reporter with the option to send you the level so you can reproduce the bug..?
Having problems with the following right now:
- some props automatically turn by 180° on the red/blue axis EVERY time you move/roterate/resize them
- some props disappear competely when trying to resize them (moving/roterating works)
- props flicker (disappear) when moving the camera to certain positions in front of them - even if theres nothing between the camera and the prop
- lights dont shine through catwalks (and leave no shadows under them)
- shadows disappear in certain camera positions
- normal lights shine through walls ... I guess you know this already ;)
pm me if you need evidence or the level to reproduce that...
Hmm? No, it was already mentioned upthread that toggling off shadows for the majority of your point lights returns performance to normal. I'm actually not sure why more people keep mentioning it.
It's working great except for 1 thing : I can't change the light color by typing(for example) : 250,250,250 it just doesn't save the number.
Best regards,
rXp>!<
Like this:
<a href="http://img204.imageshack.us/i/build127.jpg/" target="_blank"><img src="http://img204.imageshack.us/img204/1621/build127.jpg" border="0" class="linked-image" /></a><a href="http://g.imageshack.us/img204/build127.jpg/1/" target="_blank"><img src="http://img204.imageshack.us/img204/build127.jpg/1/w1280.png" border="0" class="linked-image" /></a>
and the shame shot:
<a href="http://img43.imageshack.us/i/build1272.jpg/" target="_blank"><img src="http://img43.imageshack.us/img43/9237/build1272.jpg" border="0" class="linked-image" /></a><a href="http://g.imageshack.us/img43/build1272.jpg/1/" target="_blank"><img src="http://img43.imageshack.us/img43/build1272.jpg/1/w1280.png" border="0" class="linked-image" /></a>
I can't get it to crash out, so I can't send an error report. I'm on a NVIDIA 7600 GT, XP Service Pack 3, Intel Pentium D CPU 3.40GHz 2.00 GB RAM. Don't know if that will help.
I'll see what I can do about getting it to crash out... is there any way to send an error report without crashing out?
Thanks for the spotlights! :(
EDIT: Just noticed others have posted this. Other than this issue, most other things seem to be better/fied for me. Not yet had a full on look around yet, will do soon tho! Keep up the good work guys!
It's working great except for 1 thing : I can't change the light color by typing(for example) : 250,250,250 it just doesn't save the number.
Best regards,
rXp>!<<!--QuoteEnd--></div><!--QuoteEEnd-->
I have run into this issue as well; I found you have to expand the property and then edit each color value individually; there are a few other properties like this.
Yes I found that too, but it's kind of annoying when you want to copy color a lot of time on different type of lights.