Mover not reflecting light

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Ov3rload
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Joined: Sat May 15, 2010 3:01 am
Location: New Zealand

Mover not reflecting light

Post by Ov3rload »

Hey
I've got a mover that rises out of the floor of my map. The problem is that it doesn't reflect any light in the room it rises into, even though it has 3 light sources right next to it.
Does anyone know how I can fix this?
Also, how do I make a panel that emits light?
Thanks in advance.
The world wouldn't be the same without DualEnforcers. :tu:
gopostal

Re: Mover not reflecting light

Post by gopostal »

Movers don't take light like normal textures. Set the texture on the mover as "unlit" and see how that looks.
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Ov3rload
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Location: New Zealand

Re: Mover not reflecting light

Post by Ov3rload »

Sorry, I'm quite new to UnrealEd. How would I do that?
The world wouldn't be the same without DualEnforcers. :tu:
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Creavion
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Re: Mover not reflecting light

Post by Creavion »

Ov3rload wrote:Sorry, I'm quite new to UnrealEd. How would I do that?
Rightclick on Mover -> Show Polys

I dont know if that helps but set all movers surfaces then on High Shadow Detail + the mover itself (dont forget to rebuild the geometry) to bDynamicLightMover = True. And if that also should not help, convert that Mover to a AttachMover
(copy the mover into the windows clipbaord, should look like this)

Code: Select all

Begin Map
Begin Actor Class=Mover Name=Mover0
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(SheerAxis=SHEER_ZX)
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Mover
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
    bSelected=True
    Begin Brush Name=Model2
       Begin PolyList
          Begin Polygon Link=0
             Origin   -00128.000000,-00128.000000,-00128.000000
             Normal   -00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00128.000000,-00128.000000,-00128.000000
             Vertex   -00128.000000,-00128.000000,+00128.000000
             Vertex   -00128.000000,+00128.000000,+00128.000000
             Vertex   -00128.000000,+00128.000000,-00128.000000
          End Polygon
          Begin Polygon Link=1
             Origin   -00128.000000,+00128.000000,-00128.000000
             Normal   +00000.000000,+00001.000000,+00000.000000
             TextureU +00001.000000,-00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00128.000000,+00128.000000,-00128.000000
             Vertex   -00128.000000,+00128.000000,+00128.000000
             Vertex   +00128.000000,+00128.000000,+00128.000000
             Vertex   +00128.000000,+00128.000000,-00128.000000
          End Polygon
          Begin Polygon Link=2
             Origin   +00128.000000,+00128.000000,-00128.000000
             Normal   +00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,-00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00128.000000,+00128.000000,-00128.000000
             Vertex   +00128.000000,+00128.000000,+00128.000000
             Vertex   +00128.000000,-00128.000000,+00128.000000
             Vertex   +00128.000000,-00128.000000,-00128.000000
          End Polygon
          Begin Polygon Link=3
             Origin   +00128.000000,-00128.000000,-00128.000000
             Normal   +00000.000000,-00001.000000,+00000.000000
             TextureU -00001.000000,-00000.000000,-00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00128.000000,-00128.000000,-00128.000000
             Vertex   +00128.000000,-00128.000000,+00128.000000
             Vertex   -00128.000000,-00128.000000,+00128.000000
             Vertex   -00128.000000,-00128.000000,-00128.000000
          End Polygon
          Begin Polygon Link=4
             Origin   -00128.000000,+00128.000000,+00128.000000
             Normal   +00000.000000,+00000.000000,+00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00001.000000,+00000.000000
             Vertex   -00128.000000,+00128.000000,+00128.000000
             Vertex   -00128.000000,-00128.000000,+00128.000000
             Vertex   +00128.000000,-00128.000000,+00128.000000
             Vertex   +00128.000000,+00128.000000,+00128.000000
          End Polygon
          Begin Polygon Link=5
             Origin   -00128.000000,-00128.000000,-00128.000000
             Normal   +00000.000000,+00000.000000,-00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,-00001.000000,+00000.000000
             Vertex   -00128.000000,-00128.000000,-00128.000000
             Vertex   -00128.000000,+00128.000000,-00128.000000
             Vertex   +00128.000000,+00128.000000,-00128.000000
             Vertex   +00128.000000,-00128.000000,-00128.000000
          End Polygon
       End PolyList
    End Brush
    Brush=Model'MyLevel.Model2'
    Name=Mover0
End Actor
End Map
Theses changes would be requiered
Begin Actor Class=AttachMover Name=AttachMover0
And
Name=AttachMover0

in this example (considering the object number which is here "0")
Mark and copy the text and paste it again into the unrealEd.

Over that AttachMover you can attach now e.g a FlashLightBeam (you find it in the ACB under Light)
This means the attached actor will move ingame with the AttachMover itself (ok it does not work with every actor, some actors need some changes in the properties, while some of them dont work at all)
AttachTag of Mover and the Tag of the FlashLightBeam needs to be the same in case you dont know. The FlashLightBeam is a very special light which needs not to be rendered - in fact it can not be rendered anyway. The disadvantage of that light actor: It can not produce shadows.
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gopostal

Re: Mover not reflecting light

Post by gopostal »

I'm not sure of this Creav, but I think if the mover is made in a room with built lighting it will accept (and hold) the lightmap of that room. OP, try making a couple of lights around your add you make the mover from. Rebuild all, then make your mover again and see if it holds the lighting from that.

This isn't necessarily a bad thing. I've used dark movers several times to make scary "jump at you" things that were only lit by flashlights. Had a nice ambiance to it, but I feel your pain in general mover usage.
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