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Solved: Problem with ambient_world light in DR render preview


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Hello,

the "Render in lighting preview mode" in Dark Radiant doesn't seem to take the ambient light into account correctly.
But maybe I've set up something wrong as I don't think this wouldn't have been noticed.

Ingame everything is correct, the problem only occurs in DR render preview mode.

 

Let's say I set the _color value of the ambient_world light really high to make the ambient_world light definitely visible:

classname: light
name: ambient_world
_color: 0.07 0.07 0.07 (which equates to a brightness level of about 18)
light_center: 0 0 0
light_radius: 13115 13367 13570
nodiffuse: 0
noshadows: 0
nospecular: 0
origin: -8160 5872 56 (the actual map is far from the ambient_light but within the ambient light range)
parallel: 0
texture: lights/ambientlightnfo

 

When I now activate the "Render in lighting preview mode" in DR, only the brush faces pointing towards the ambient_world light are getting brighter, brush faces not pointing to ambient_world remain (incorrectly) dark, as if ambient_world was a regular light.

 

error_dr_ambient_world.jpg

The house front you see in the background also points towards ambient_world and is lit. House fronts "behind the camera" as well as the floor are dark.

 

Can I do something to make ambient_world work correctly in render preview mode?

 

Additionally: Is it possible to setup lights, so that they only render in the editor, not ingame?
That way I could make two fake ambient_lights, one at 15000 15000 15000 and one at -15000 -15000 -15000 to light all surfaces in the editor and light them a little bit brighter than ingame for better visibility in render preview mode.

 

Edited by OGDA
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On 4/3/2021 at 10:03 AM, OGDA said:

When I now activate the "Render in lighting preview mode" in DR, only the brush faces pointing towards the ambient_world light are getting brighter, brush faces not pointing to ambient_world remain (incorrectly) dark, as if ambient_world was a regular light.

Ambient lights only lighting surfaces pointing towards the light is a bug that was fixed in Git commit 07a10bbff7569fcc1a on March the 8th, so it should hopefully be in the next release.

Quote

Additionally: Is it possible to setup lights, so that they only render in the editor, not ingame?

That way I could make two fake ambient_lights, one at 15000 15000 15000 and one at -15000 -15000 -15000 to light all surfaces in the editor and light them a little bit brighter than ingame for better visibility in render preview mode.

It's not possible as far as I know, and this would be a hack anyway. I'd rather have a user-controllable brightness/gamma level for the editor preview which users could set according to their requirements.

Actually you can hack it now by increasing the lightScale value in the .game file. However since the .game file is shipped with DR rather than storing user settings, it will likely get reset when you install a new version.

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  • OGDA changed the title to Solved: Problem with ambient_world light in DR render preview

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