ascottk on 15/5/2005 at 16:58
Anyone else having problems with the lights cutting out? Especially when I change direction(looking up or down). I've had this problem before but it happens all the time now. Here's my specs:
Athlon XP with Windows 2000 (disabled ACPI so I don't get a blank screen while installing)
Iwill K266-R (installed a custom bios to turn RAID into regular IDE)
Athlon XP 1800+
512 megs ram
one 6 gig hard drive & 20 gig hd with Windows 2000 (T3 & T3Ed installation)
ASUS CD/RW & Sony CRX210E1
usb2 card with 60 gig hd through usb2 enclosure
firewire 400 card
Gainward Ultra/650 XP Golden Sample (nVidia GeForce 4 Ti 4200 with Video-In/Video Out).
Sound Blaster Extigy
T3 settings:
800x600
highest shadow detail
bloom enabled
Audio Hardware Mixing
EAX Advanced HD
Before it started happening I was fixing the textures in my map (resizing, aligning, etc.)
SneaksieDave on 15/5/2005 at 17:01
The thought that jumps right to mind, is about the same thing I was seeing, which was being caused by the light cutoff. Whatever your value for the cutoff is (in the options), try the complete opposite. There's some area for misinterpretation in how the value is displayed. Worked for me!
ascottk on 15/5/2005 at 17:55
All the lights go out. The only thing you can see are emitters and frobs.
nomad of the pacific on 15/5/2005 at 18:23
Very strange! More details, please. Can you see lights in the editor? How are you running the level? Joystick button? "Send to Xbox" trick? Shortcut command line? Have you adjusted User.ini or Default.ini?
ascottk on 15/5/2005 at 21:12
I've tried both send to xbox & joystick but they have the same result. Everything looks fine in the editor & I tried disabling motion blur in DEFAULT.INI but I reverted back to the original settings because I thought that was the problem. The only other setting in DEFAULT.INI I changed was enabling the block writing. The mapsize (unr) is a little over 6 megs. The stats for the map are:
Brushes: 455
Zones: 12
Polys: 1619
Nodes: 3652
The logfile says:
TestCooperative failed (88760869)
This reminds me of the water-bug with TDP & gold with nvidia cards.
ascottk on 16/5/2005 at 02:27
Hmmm . . . I did try to tweak my skybox so I copied an older version into this map. I'm still having that problem but the player camera seems to go outside of the subtracted space (1st & 3rd person) when I look up. Before I tried an older skybox the light would cut out randomly.
nomad of the pacific on 17/5/2005 at 00:41
I'm really at a loss, here. Have you tried increasing the size of your Vertex Pools in Default.ini? I haven't heard of that affecting lights, but it's worth a shot and, with your map getting as large as it is, it couldn't hurt.
Also, try undoing the last few things you did before the problem started. Delete your sky box, since you mentioned that. You should probably save the map under a different name and preserve your current version until you figure out what's going on.
Can't think of anything else right now. Keep us posted!
Krypt on 17/5/2005 at 01:33
Have you set up zones in your map? I can't say for sure judging from your description, but it sounds like it could be a zoning problem. Make sure you don't have any gaps in your zoneportals. If your portals don't match your BSP correctly then you can see stuff disappear (such as lights) because the game thinks it can't see it.
ascottk on 17/5/2005 at 16:14
:p It turns out I had a stray skyinfo actor.
EDIT: Wasn't the problem but it seems to have contributed to it.
Oh yeah, I did increase the size of the vertex pools . . .
Checked zone portals, no gaps . . .
I'll be checking my build options.
EDIT: I tried the SKYDomeC01 from the static mesh browser with a custom texture and it didn't render properly so I went back to a bsp cube (which looks funky BTW because skies don't have corners) so I'm trying a sphere from bsp. As long as there's no stray skyinfo actors & the skycube is rendering properly then I don't have the problem (I hope).
OrbWeaver on 18/5/2005 at 20:34
I have seen this problem, and it was certainly related to skyboxes. I think it was the Fake Backdrop applied to a wall that was doing it, but I am not sure exactly how I solved it.