How to fix Green lighting bug on imported machines #UPDATED#

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neodos
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How to fix Green lighting bug on imported machines #UPDATED#

Post by neodos »

Hi,

Many of you that have imported mach tags from single player maps to multiplayer maps had this bug:


In this tutorial i show you how to fix this, it's really simple and there is no need to nullout lightmaps as we have seen many mods with this problem, the only solution that was found in the past was to null out lightmap which basicaly made the shaders look wreid, in fact ugly because the reflections and bumpmaps lightning looks sharp without the lightmap.


In this example i am using the base gate from containement, i couldn't recreate the bug, i don't know why, so it took a mod from Ragdoll at halomods and i'll use it because it's a perfect example of this bug ( sorry :XD: )

The mod:
http://forums.halomods.com/viewtopic.ph ... 71&t=62506

The bug:
Image

As you can see the lighting is green, sometimes it's completly dark and everysingle object that is over it will take that lighting, there is how to fix this.


To fix this we are going to null out two reflexives on the mode tag, GREAT thanks to XZodia for the plugin, so we now just have to edit 4 values instead of removing it on the chunk cloner :p

Get the plugin that is attached to this thread.

Go to the machine's model:

mode - scenarios\objects\multi\containment\base_gate\base_gate

Set to 0 these values:
Image

Clic Save

Now sign map and test you should now get normal lighting for machines and object that goes over it.


Before fixing the bug:
Image

Bug fixed:
Image
Attachments
mode.zip
Model plugin
(1.43 KiB) Downloaded 429 times
Last edited by neodos on Mon Mar 24, 2008 4:38 pm, edited 1 time in total.
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neodos
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Re: How to fix the Green lighting bug on imported machines tags

Post by neodos »

Thanks :wink:
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XZodia
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Re: How to fix the Green lighting bug on imported machines tags

Post by XZodia »

neodos you could make this a lot easier by writing a special plugin for it, change the reflexive into 2 int's (chunk count and pointer)
then all you have to do is set the chunk count to 0
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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neodos
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Re: How to fix Green lighting bug on imported machines #UPDATED#

Post by neodos »

Updated, thank you XZodia for the plugin and the idea, it's indeed much more simple now :D
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Yamagushi
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Re: How to fix Green lighting bug on imported machines #UPDATED#

Post by Yamagushi »

Very nice Neodos <3 lol
Detox. Sorry for leaking your RTH. Everyone else, Dont mess with these ppl.... x_x
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NotZachary82
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Re: How to fix Green lighting bug on imported machines #UPDATED#

Post by NotZachary82 »

another great tutorial from neodos.

nice research too ;)
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