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The latest TDM dev version (dev16650-10157) appears to contain broken definitions for ambient cube lights, breaking lighting on any FM that uses them (I have several in progress). I noticed the path got renamed from "ambientcube" to "ambientCube" (c became a capital C). Even if picking the new path however, DarkRadiant shows a "shader not found" error, whereas in-world the light is no longer visible and functional. Can this be fixed for the next dev snapshot please?

Screenshot_20221127_212125.thumb.png.219538f723a1075fc1fbe2ae7a3bec84.png

Posted (edited)
50 minutes ago, nbohr1more said:

See: https://bugs.thedarkmod.com/view.php?id=6090

for the new definition design

Thanks. I looked but can't quite understand which spawnargs I need to change on my light to use the cube maps for the default skyboxes. It offers an example for a material... are the default materials broken, or no longer meant to be used directly and I need to redefine the skybox cube lights per FM? I went with what I remember doing last time, which was adding a light entity covering the map and giving it the texture spawnarg "lights/ambientCube/skybox_mountain_sunset_cube" for example, however this no longer works and the light is absent.

Update: The default definitions are indeed broken. In tdm_textures_base01.pk4 the definitions in materials/tdm_cubeLights.mtr still use ambientCubicLight which that bug report says was replaced. So those need to be redone, I'll look more into it and mention this there since they were likely forgotten.

Still wish we could use the active skybox as a light. Then we wouldn't need to manually match a skybox background as the light texture to get that realistic environment lighting on the specular channels of surfaces.

Edited by MirceaKitsune
  • 2 weeks later...

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