About lights

Blitz3D Forums/Blitz3D Beginners Area/About lights

Hello,
I would like to know some things about lights ...
First, in my level, point lights seem to pass through the walls ... Is that normal (LightRange = 5) ??
And do we always need to rotate lights when we first create them ? For me point lights do not need to be rotated but I'm maybe wrong (?).
When we first create a spot light, where does it point at ?
TIA :)

First, in my level, point lights seem to pass through the walls ... Is that normal (LightRange = 5) ??



Yes, completely normal. Lights dont collide with objects (creating shadows). Your best bet would be to use a program like Gile[s] to create a light map instead of using dynamic lighting.

And do we always need to rotate lights when we first create them ? For me point lights do not need to be rotated but I'm maybe wrong (?).


You only need to rotate spot lights, as the nature of a spot light (directional). Point lights dont, think of them as a light bulb (with no power source, or blind side).

When we first create a spot light, where does it point at ?


I dont remember if they point straight down, or are created like the camera (pointing +Z)

Thanks DH.

I'm already using Giles, it works great, but I've a room with a few colored spot lights (a dark room), and I would like my character model beeing "illuminated" by these spots when it pass in front of them ...

Are they known limitations using dynamic lights in a map already lightmapped in Giles ?
Because my spot lights do not seem to produce any light (each spot light is pointed at a pivot created in Giles, I've put a white cube at the pivot position and the cube stay white when it should come to red, even when tweaking the light parameters ...).

If the cube is positioned at the position of the light, the cube shouldnt be lit by the light (as the normals arent facing the light vectors).

I would disable ligting on the mesh in blitz (on the gile[s] mesh) so the light doesnt affect anything other than the model you want it to affect.

the Gile[s] B3D might disable lighting on the mesh when you load it (not sure if this is possible in the file parameters).

Hi DH,
my cube is at the pivot position, not at the light position (I use this pivot to point the spot light where I want it to point).
I'm not so sure how do disable lighting on the Giles mesh ...
Anyway thanks.

Entityfx(<loadedmesh>,1) I believe. This sets it to full bright.

Try setting the cube to entityfx(<loadedmesh>,0), this will clear out the fx flags and the light should affect the cube.