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Shadows from Point Lights no longer working

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by krallopian, Dec 21, 2018.

  1. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    667
    Heya, so great update and all BUT. . . my level is broken now!

    I've built a tunnel with lights throughout it and it was designed to have the lights casting all sorts of fancy shadows.

    Now the point lights no longer cast shadows! Doesn't matter if I change them to parabolic or PSSM or turn shadows on or off or change their texture size etc.. nothing I do seems to make them cast shadows anymore! HUGE disappointment since it was a main part of the entire level.

    Hopefully this is a simple bug and not one of the core, "enhancements" made to how well things run.

    Any ideas?
    --- Post updated ---
    SPOT lights DO cast shadows still. Maybe I'll switch to those for now.
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    14,654
    Thanks, we will check this.
     
  3. LuisAntonRebollo

    LuisAntonRebollo
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    Developer
    BeamNG Team

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    Feb 25, 2014
    Messages:
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    I will check it.

    But i recommend you to check ii SpotLights will work on your case, are a lot faster to render than SpotLights.
     
  4. LuisAntonRebollo

    LuisAntonRebollo
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    Developer
    BeamNG Team

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    Fixed in internal branch.

    Will be fixed in next hotfix
     
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  5. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    667
    WOW! Talk about customer service!! ;)

    Spot lights actually look better than the point lights did. Funny way of learning new things.

    Thanks guys - now to get back to figuring out how this beamngwaypoint stuff works so my AI stops jumping off bridges half-way across haha
    --- Post updated ---
    Figured out the waypoints!

    Figured I'd post here incase anyone comes across this with google:

    Waypoints work like this (it seems)

    First: You cannot select them with the selector tool in the editor, you need to select them from the scene tree on the right side of the editor screen. Then you simply name them in the "name" field to whatever you want.
    THEN the way they work is they base their information from the map.json file in the root directory of your level (where the terrain file is for instance)
    THEN you use a basic code, I'll show you the code I have for my FOUR LANE bridge, with three waypoints each lane, one at the start, one in the middle, and one at the end.



    Code:
    {
        "segments" : {
          
            "lane1bridge1" : {
                "nodes" : ["bridge1_1_1", "bridge1_1_2", "bridge1_1_3"],
                "drivability" : 1
            },
               "lane2bridge1" : {
                "nodes" : ["bridge1_2_1", "bridge1_2_2","bridge1_2_3"],
                "drivability" : 1
            },
               "lane3bridge1" : {
                "nodes" : ["bridge1_3_1","bridge1_3_2","bridge1_3_3"],
                "drivability" : 1
            },
               "lane4bridge1" : {
                "nodes" : ["bridge1_4_1","bridge1_4_2","bridge1_4_3"],
                "drivability" : 1
            }
          }
        }
    



    That is the entire map.json for all four lanes to cross the bridge. I have named the waypoints for the first bridge in the map, each lane, and each position.

    So bridge1_1_1 is the first bridge I've made, lane 1, and waypoint 1. Then bridge1_1_2 is again, first bridge, lane 1, waypoint 2. bridge1_1_3 is again the first bridge, lane 1, and waypoint 3.

    THEN in order to get the ai to get to the FIRST waypoint, you need to end the path at the base of the waypoint. If you place a way point that has say a 2 meter radius, you'll need to place the end of the ai path within the 2 meter radius.

    You can resize the waypoints and that will make the driveable area larger it seems. So if I had 4 lanes REALLY CLOSE and only 1 very large way point, I believe I could get all four lanes to meet at that one waypoint, then run one single lane out of it and it would work.

    I'll test that right now actually =D
    --- Post updated ---
    Well it APPEARS SIZE DOESN'T MATTER - at least in this case.

    As in. . regardless of how big you make the spheres, it doesn't seem to affect their influence range. However if two spheres are close to one road, that will affect where they connect to.

    Also - I merged all four lanes to one waypoint sphere, then attached that sphere to one more, and continued on in a single lane, and it works like a charm! Then Realized - wait I could have just merged the normal paths together anyway, no need for extra coding =D

    I wish there was a GUI for this though!!!
     
  6. tdev

    tdev
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    Developer
    BeamNG Team

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    In the plans with the new editor :)
     
    • Like Like x 1
  7. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
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    That excites me more than it should! It's so nice having AI working as they're supposed to right now though!

    Now I have to figure out why my roads keep going transparent on me!! :'(
    --- Post updated ---
    OH MY - JUST FOUND "Inspect Object" . . the editor just became a whole new beast!!! (sorry about completely off topic, but I'm excited!)
     
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