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Drivable Vehicle and Walking Ped ( Skltl Mesh)Are Dark When in shadow

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  • replied
    edit: thank i did it

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  • replied
    edit: i just did it thanks a lot. I had this problem like for a month

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  • replied
    you have sVehicleMesh declared twice
    just add the lightenvironment bit to the one where your skelital mesh is

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  • replied
    hmm compiling is stuck in analyizng for 10 minutes. is it normal?

    by the way this is the vehicle code when i copied the code above

    Code:
    // lets exend SVehicle and make our own custom vehicle class
    
    class alfa8cfinal extends SVehicle;
    
     /** The pawn's light environment */
    var DynamicLightEnvironmentComponent LightEnvironment;
    simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    {
    	local vector X, Y, Z;
    
        //this makes the camera stay with the vehicle
    	GetActorEyesViewPoint( out_CamLoc, out_CamRot );
    
    	    GetAxes(Rotation,X,Y,Z);
    
    	    // a bit behind
    		out_CamLoc = Location - 300 * X;
    		//up a bit
    		out_CamLoc.Z = Location.Z + 150;
    
        //camera rotation yaw = vehicle rotation yaw
    	out_CamRot.Yaw = Rotation.Yaw;
    	//  look down a bit
    	//delete this line if you want the cam to roll with the vehicle
    	out_CamRot.Roll = 0;
    
    	return true;
    }
    
    
    
    
    DefaultProperties
    {
    Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
    		bSynthesizeSHLight=true
    		bUseBooleanEnvironmentShadowing=FALSE
    	End Object
    	LightEnvironment=MyLightEnvironment
    	Components.Add(MyLightEnvironment)
    
    	Begin Object Name=SVehicleMesh
    		CastShadow=true
    		bCastDynamicShadow=true
    		LightEnvironment=MyLightEnvironment
    		bOverrideAttachmentOwnerVisibility=true
    		bAcceptsDynamicDecals=FALSE
    		bPerBoneMotionBlur=true
    	End Object
    
     
     //  parameters for player to flip vehicle
     UprightLiftStrength=280.0
     UprightTime=1.25
     UprightTorqueStrength=500.0
     bCanFlip=true
     
     bHasHandbrake=true
     GroundSpeed=1500   // max speed on ground
     AirSpeed=1700  // max speed in air
     HeavySuspensionShiftPercent=0.75f;
     
    // define the vehicle simulation
    Begin Object Class=UDKVehicleSimCar Name=SimObject
     
     WheelSuspensionStiffness=80.0  //how soft the suspension is
     WheelSuspensionDamping=3.0
     WheelSuspensionBias=0.1
     ChassisTorqueScale=0.0
     MaxBrakeTorque=5.0
     StopThreshold=100
     
     MaxSteerAngleCurve=(Points=((InVal=0,OutVal=45),(InVal=600.0,OutVal=15.0),(InVal=1100.0,OutVal=10.0),(InVal=1300.0,OutVal=6.0),(InVal=1600.0,OutVal=1.0)))
     SteerSpeed=110
     
     LSDFactor=0.0
     
     // The follow two parameters set the gear rangers (in rpm) and the torque produced per range
     TorqueVSpeedCurve=(Points=((InVal=-600.0,OutVal=0.0),(InVal=-300.0,OutVal=80.0),(InVal=0.0,OutVal=130.0),(InVal=950.0,OutVal=130.0),(InVal=1050.0,OutVal=10.0),(InVal=1150.0,OutVal=0.0)))
     EngineRPMCurve=(Points=((InVal=-500.0,OutVal=2500.0),(InVal=0.0,OutVal=500.0),(InVal=549.0,OutVal=3500.0),(InVal=550.0,OutVal=1000.0),(InVal=849.0,OutVal=4500.0),(InVal=850.0,OutVal=1500.0),(InVal=1100.0,OutVal=5000.0)))
     
     EngineBrakeFactor=0.025
     ThrottleSpeed=0.2
     WheelInertia=0.2
     NumWheelsForFullSteering=4
     SteeringReductionFactor=0.0
     SteeringReductionMinSpeed=1100.0
     SteeringReductionSpeed=1400.0
     bAutoHandbrake=true
     bClampedFrictionModel=true
     FrontalCollisionGripFactor=0.18
     ConsoleHardTurnGripFactor=1.0
     HardTurnMotorTorque=0.7
     
     SpeedBasedTurnDamping=20.0
     AirControlTurnTorque=40.0
     InAirUprightMaxTorque=15.0
     InAirUprightTorqueFactor=-30.0
     
     // Longitudinal tire model based on 10% slip ratio peak
     WheelLongAsymptoteSlip=2.0
     WheelLongAsymptoteValue=0.6
     
     // Lateral tire model based on slip angle (radians)
        WheelLatExtremumSlip=0.35     // 20 degrees
     WheelLatExtremumValue=0.9
     WheelLatAsymptoteSlip=1.4     // 80 degrees
     WheelLatAsymptoteValue=0.9
     
     bAutoDrive=false
     AutoDriveSteer=0.3
    End Object
     
    SimObj=SimObject
    Components.Add(SimObject)
    
    Begin Object Class=AudioComponent Name=ScorpionEngineSound
    		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineLoop'
    	End Object
    	EngineSound=ScorpionEngineSound
    	Components.Add(ScorpionEngineSound);
    
    	Begin Object Class=AudioComponent Name=ScorpionTireSound
    		SoundCue=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue'
    	End Object
    	Components.Add(ScorpionTireSound);
    
    
    
    
    // Wheel squealing sound.
    	Begin Object Class=AudioComponent Name=ScorpionSquealSound
    		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Slide'
    	End Object
    	SquealSound=ScorpionSquealSound
    	Components.Add(ScorpionSquealSound);
    
    	CollisionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Collide'
    	EnterVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Start'
    	ExitVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Stop'
    SquealThreshold=0.1
    	SquealLatThreshold=0.02
    	LatAngleVolumeMult = 30.0
    	EngineStartOffsetSecs=2.0
    	EngineStopOffsetSecs=1.0
    
    
     
    // define the vehicle mesh, animation tree, and physics asset 
    Begin Object Name=SVehicleMesh
     SkeletalMesh=SkeletalMesh'alfa8cpackage.alfa8cfinal'
     AnimTreeTemplate=AnimTree'alfa8cpackage.AT_alfa8cfinal'
     PhysicsAsset=PhysicsAsset'alfa8cpackage.alfa8cfinal_Physics'
    End Object
     
    // define all the wheels 
    
    Begin Object Class=SVehicleWheel Name=FLWheel
     BoneName="Alfa_Whl_LHF"
     SkelControlName="Alfa_Whl_LHF_CTRL"
     WheelRadius=22
     SteerFactor=1.0
     LongSlipFactor=2.0
     LatSlipFactor=3.0
     HandbrakeLongSlipFactor=0.8
     HandbrakeLatSlipFactor=0.8
    End Object
    Wheels(0)=FLWheel
    
    Begin Object Class=SVehicleWheel Name=FRWheel
     BoneName="Alfa_Whl_RHF"
     SkelControlName="Alfa_Whl_RHF_CTRL"
     WheelRadius=22
     SteerFactor=1.0
     LongSlipFactor=2.0
     LatSlipFactor=3.0
     HandbrakeLongSlipFactor=0.8
     HandbrakeLatSlipFactor=0.8
    End Object
    Wheels(1)=FRWheel
     
    
     
    Begin Object Class=SVehicleWheel Name=RRWheel
     BoneName="Alfa_Whl_RHR"
     SkelControlName="Alfa_Whl_RHR_CTRL"
     WheelRadius=22
     bPoweredWheel=true
    End Object
    Wheels(2)=RRWheel
     
    Begin Object Class=SVehicleWheel Name=RLWheel
     BoneName="Alfa_Whl_LHR"
     SkelControlName="Alfa_Whl_LHR_CTRL"
     WheelRadius=22
     bPoweredWheel=true
    End Object
    Wheels(3)=RLWheel
     
    }

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  • replied
    you need to add it in the defaultproperties in the script.
    taken from UTVehicle.uc
    Code:
    /** The pawn's light environment */
    var DynamicLightEnvironmentComponent LightEnvironment;
    ....
    DefaultProperties
    {
    Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
    		bSynthesizeSHLight=true
    		bUseBooleanEnvironmentShadowing=FALSE
    	End Object
    	LightEnvironment=MyLightEnvironment
    	Components.Add(MyLightEnvironment)
    
    	Begin Object Name=SVehicleMesh
    		CastShadow=true
    		bCastDynamicShadow=true
    		LightEnvironment=MyLightEnvironment
    		bOverrideAttachmentOwnerVisibility=true
    		bAcceptsDynamicDecals=FALSE
    		bPerBoneMotionBlur=true
    	End Object

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  • replied
    thank you tegleg now the ped is lit. But the drivable vehicle is not. How can i enable light environment of it. When i spawn the car from actor classes , there is no light environment option in properties.

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  • replied
    also there is a tick box in the crowd agent to enable the light environment.

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  • replied
    Yeah, properly configured light environments will probably fix that. If the objects are placed in the editor you can simply enable them in the properties of the object. If you spawn them in-game you should take a look at the default properties of the character or vehicle classes in UT, their lightenvironment are defined there.

    Leave a comment:


  • replied
    Originally posted by Jetfire View Post
    created physics assets and made sure they have lightenvironments (defined either in their class or one of the supers depending on where you extended from)?
    they both have physic asset. But i dont know about light environment. How can i exactly do it. Thanks in advance

    Leave a comment:


  • replied
    created physics assets and made sure they have lightenvironments (defined either in their class or one of the supers depending on where you extended from)?

    Leave a comment:


  • Drivable Vehicle and Walking Ped ( Skltl Mesh)Are Dark When in shadow

    I have an interesting problem. A vehicle and a pedesterian skeletal mesh are both lit when they are put on the map from content browser, but when i put the car from actor classes , and make the ped walking from gamecrowd agent , they both become dark in shadows

    Here are screens to showcase the issue

    the pedesterian
    http://i.imgur.com/jKa5b.jpg

    the vehicle

    http://i46.tinypic.com/25fho35.jpg

    Both models are free downloads not my work.

    Is the problem about dominant directional light movable?
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