(Q4) Rotating objects not being lit correctly?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

(Q4) Rotating objects not being lit correctly?

Post by o'dium »

Has anybody else noticed that objects that are rotating in the world do not update their lighting in realtime?

I have a rotating cog, half of which is above in the light and the other half of which is below, in the dark. However while rotating, it ignores lighting spins almost as if i've painted the shadow on myself (so it will be lit up in the dark area, but dark in the upper area). Obviously this rotates around, so i have a black stripe rotating around my cog, because half of its in the ground?

Anybody know what I mean, and know if theres a work around?

TIA.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Is it a brush, patch or model?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Model.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

I just set up a test map with three different func_rotatings using models/mapobjects/strogg/stroyent/gear/gear.lwo, each in different lighting situations, and couldn't reproduce this at all. I think we need more info on precisely how your stuff is set up.
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

did you make your model inline for some reason?
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