View Full Version : Render problem
zephyrin_xirdal
12-08-2002, 01:03 PM
I don't know what to do else ... so I ask you. In a room I made I've got a wall which should emanate light, but shouldn't light up the whole room. So I set the intensity of the wall to 0.05 (as Owl suggested for such cases in another thread here). There are other light sources in the room. Their intensity is set to 1.0 (full boost). The overall rendering options are o.k. But: When I render the room, all light sources inside the room are completely ignored. The result is an almost black room. Only the light sources are seen, and some light on walls and the floor which leaks in through exits from other rooms. If I render another room of the map everything works perfect. I redid the rendering process for the problematic room several times and checked the settings for every poly which should be a light-source in F6. But still ... all black. What can I do?
Hmmm, I've never had this happen myself - occasionally MaxED will render things virtually all black, but that's probably about a 1/100 occurance, so I just re-render.
I really can't think of a solution, sorry. How come you're emitting light from a wall anyway? Couldn't you just make a dummy light instead? (make a mesh, and un-tick it's "export geometry" attribute in its' options) Then set the mesh to emit light.
The only other case when polygon's end up black is when they're touching the edge of an exit, but you'd have to have some really freaky exit placement to end up with completely black room images/icons/grin.gif
HairlessWookie
12-08-2002, 03:00 PM
are you using the preview algorythm? if not, is it set to do 4 passes?
zephyrin_xirdal
12-08-2002, 04:32 PM
Thank you both for trying to help! I'm a dumbass! After some hours more I found out the following: In the statistics for the room the box "cast no shadows" was checked. I don't know how it became checked, but when I unchecked it and rerendered everything worked as usual. Sorry for the hullaballoo ...
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