Problem With Lights

Mapmaking? Modeling? Discuss all that stuff that's too complicated for most mere mortals here.
Anonymouse
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I have this problem, that when I tried adding lights, they don't work. So what is the fix? I tried editing the properties everywhere and still nothing. :sangry:
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DW_BrainPan
DW Clan Member
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Did you build the lighting or "build all"?

Are you viewing in "dynamic lighting" and not texture mode?
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DW_Ant
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So what properties are you modifying?

The surface properties? Or the lights?

Animated lights are buggy in 2k4. There are ways to get around that, but then you'll force your bulbs to be dynamically lit (poor lighting since there are no shadows).

If you're using static lighting, be sure that the light properties (lighting -> LightType) is equal to steady. While you're here, check to see if radius is greater than zero.
Then go to lighting color and verify that light brightness is not zero. (Hint: You cannot make gray or black colored lights. If you do so, then it'll force your light brightness back to zero. Gray is not a color, black is not a color, white is not a color....white is simply a combination of all colors, and gray and darker is simply the intensity (or a shade) of all colors).


If you are modifying the surface actors (like a BSP surface or the static mesh), then be sure you've unchecked unlit (in display category for Static meshes).
The difference between successful people from others is
not in the lack of strength,
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but rather in the lack of will.

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Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

DW_BrainPan wrote:Did you build the lighting or "build all"?

Are you viewing in "dynamic lighting" and not texture mode?
I use build all instead of specific things, more trusty. I use textured, lighting only, top and side for viewing in unrealED.
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DW_Ant
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Anonymouse wrote:I use textured, lighting only, top and side for viewing in unrealED.
You want dynamic lighting to see lighting (not textured). When you run the game do you see the lighting?
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

DW_Ant wrote:
Anonymouse wrote:I use textured, lighting only, top and side for viewing in unrealED.
You want dynamic lighting to see lighting (not textured). When you run the game do you see the lighting?
When I run the map The lights don't show, all black.
Edit* I also have some problems when saving a map, I save the map using the save button and then close UnrealED. Then, a message pops up saying "Randomfile has been edited and needs to be saved. " Its a package file. If you answer this I will donate to DW for christmas :scool:
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DW_WailofSuicide
DW Clan Member
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Anonymouse wrote: I also have some problems when saving a map, I save the map using the save button and then close UnrealED. Then, a message pops up saying "Randomfile has been edited and needs to be saved. " Its a package file. If you answer this I will donate to DW for christmas :scool:
I get this with the editor all the time. I don't know what causes this specifically, but anything named Package# should be pretty safe to "Don't Save."
DW_Ant
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Location: North Carolina

Anonymouse wrote:When I run the map The lights don't show, all black.
Okay so now we know that it's not a viewing problem in the editor.
If you verified that the properties of the static meshes and the lighting actors are okay then two more conditions I'll ask.
Are you using a sunlight actor, or a regular lightbulb.
Another question concerning your map, does this map have static meshes with extremely large triangles? (Scaled up static meshes).


Anonymouse wrote:Edit* I also have some problems when saving a map, I save the map using the save button and then close UnrealED. Then, a message pops up saying "Randomfile has been edited and needs to be saved. " Its a package file.
From my experience with this is when you modify some actors in your current level.
When I place a static mesh that is DrawScaled to 0.5 or something, or even if it has a new skin, the editor will track this object as a "dirty package."
Since these actors are already saved into your map into Objects, no need to worry about saving them.

I do come across a rare occasion that the message appears every time I close it whenever I include one of its package. I think StreamlineForest is one of them...I could be mistaking.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

Yes, quite some large static meshes like the Bulldog wheel.
Oh, I guess I'll need to get my credit card ^^
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DW_BrainPan
DW Clan Member
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Joined: Thu May 31, 2007 11:00 pm

Anonymouse wrote: Edit* I also have some problems when saving a map, I save the map using the save button and then close UnrealED. Then, a message pops up saying "Randomfile has been edited and needs to be saved. " Its a package file. If you answer this I will donate to DW for christmas :scool:
I also often get these messages if I copy and paste items/meshes from one map to another without finding and loading the package that they reside in (but maybe I've scaled or skinned them - I'm just so used to ignoring the messages that I never think "what caused this" anymore). As Wail said, just ignore these messages and don't save the package.
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There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
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