View Full Version : object lighting mess
8th Oct 2007, 1:46 PM
I have built a new indoor waterfall to go with a spa I made. I used the "Florid font" waterfall. What I didnt realize was how screwy the lighting is on this object.
If you place it against a wall, it becomes a dark nightmare. Looks like it glows blue/black? This happens with the Maxis mesh, as well as all the custom ones I've seen.
Does anyone know how to fix this? Or remove this function?
To see what I'm talking about just set the conditions to night time, and watch the fountain as you snap it to the tiles next to a wall.
8th Oct 2007, 6:40 PM
A few fairly good resolution screenshots might be helpful.
8th Oct 2007, 8:53 PM
Sounds like a material definition problem, then again it also sounds like it could be a missing texture problem, they're blue/black ;)
9th Oct 2007, 2:00 AM
Here are some pictures.
These are at night with no lighting on. but lights dont help at all.
one shot is the default maxis waterfall one tile away, and up against the wall, and the same with mine.
(it doesnt flash blue, its not a missing texture)
9th Oct 2007, 8:47 AM
I've canned using the waterfall as my base object to clone, so this isnt a problem for me anymore.
But it would still be nice to know why it happens on that object :)
9th Oct 2007, 8:54 AM
Could be your wall shadow was wrongly positioned, so you were actually looking at the object through its shadow rather than the shadow being up against the wall.
9th Oct 2007, 12:26 PM
Wall shadows were deleted, but it happens on the default maxis object as well.
Whats funny, is if you turn it around so it faces the wall, it doesnt happen. It seems to me that the game thinks the fountain is outside, and lights it up like it is.
9th Oct 2007, 12:36 PM
Something in the CRES must be off... Anyway you've sorted it another way now haven't you?
9th Oct 2007, 1:46 PM
Yes, I'm good to go now, thats for your suggestions too.
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