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Author
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Topic: Numbered lights
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Vivi_Ornitier Member Posts: 148 From:Black Mage Village Registered: Jul 2001
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posted 02-11-2002 10:21 AM
Is there a way around 'the maximum number of lights'? If not I'll have to spend next to forever creating four smaller levels rather than one huge one.Thanks, MV IP: Logged |
eTux Member Posts: 525 From:Valmiera, Latvia Registered: Jan 2002
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posted 02-11-2002 10:30 AM
I know that there are maximum lights in a room, but in a level  no idea!IP: Logged |
Yasin Member Posts: 270 From:Netherlands Registered: Jan 2002
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posted 02-11-2002 11:29 AM
There are only 32 or 36 lights allowed in a room.Sun - Fog - Effect and spot count as light. ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
aktrekker Member Posts: 1016 From:WA, USA Registered: Apr 2001
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posted 02-11-2002 11:49 AM
The limit is 32 per room, 768 per level. Cameras, sinks, fog bulbs, sounds, and all lights count. It appears that flame emitters also have some affect. They don't count toward the total, but during game play they will affect lighting. Other limits are: 20 doors per room 100 objects per room (static, moveable, and triggers) 2000 objects per level 512 triggers per level
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Yasin Member Posts: 270 From:Netherlands Registered: Jan 2002
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posted 02-12-2002 08:48 AM
2000 objects !!! You sure ??? I think the editor read 256 options.. *gulp* And if there more then 30 ? dunno what excact was, flame emitters are triggered the flare bug will appear
------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 525 From:Valmiera, Latvia Registered: Jan 2002
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posted 02-12-2002 08:57 AM
No, Yasin, the level editor doesn't count static objects as objects, so it is possible if you count them.IP: Logged |
Data Moderator Posts: 1363 From:Omicron Theta science colony Registered: May 2001
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posted 02-12-2002 09:04 AM
quote: Originally posted by Yasin: And if there more then 30 ? dunno what excact was, flame emitters are triggered the flare bug will appear
I got around the problem of the flare bug, by strategically placing 'kill all triggers' at certain points in the level. ------------------ Learn to respond, not react IP: Logged |
hteS Member Posts: 855 From: Behind you Registered: Aug 2001
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posted 02-12-2002 09:07 AM
quote: Originally posted by Data: I got around the problem of the flare bug, by strategically placing 'kill all triggers' at certain points in the level.
So you found the use of that 'not used' object...great!  ------------------ Coming soon - Discussion Domain - a whole new community... IP: Logged |
Yasin Member Posts: 270 From:Netherlands Registered: Jan 2002
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posted 02-12-2002 10:20 AM
Yea, i thought I the kill_all_triggers nullmesh isnt been used. The best solution for flare bug is to anti trigger them, but it requires a good view on the prj, since if you want to trigger them back again
------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
Driber_IF Moderator Posts: 2815 From:Den Haag, The Netherlands Registered: Apr 2001
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posted 02-13-2002 02:32 AM
quote: Originally posted by Data: I got around the problem of the flare bug, by strategically placing 'kill all triggers' at certain points in the level.
wouldn't the kill_all_triggers object also close any doors that were open? if so, how did you solved this?
------------------ Driber's Homepage | TRLE Chatbox | TRLE FAQ and Community | Objects Archive IP: Logged |
Alexis Rombaut Member Posts: 186 From:Belgium Registered: Jul 2001
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posted 02-13-2002 04:05 PM
quote: Originally posted by Yasin: 2000 objects !!! You sure ??? I think the editor read 256 options.. *gulp*
With "object" he means the sum of the number of doors, lights, moveable objects (/256),triggers, sounds and static objects. I have reached that 2000 quite often and I needed to split the level up or rationalize the objects.
------------------ Visit my site at: http://users.skynet.be/Alexis.Rombaut/index.htm IP: Logged |