Game Development Community

Light Source and Walls

by Paul Yoskowitz · in Artist Corner · 02/20/2012 (7:26 am) · 5 replies

Im sure that Im missing something simple...

when i create a room, any type of light or particle effects "leak out". if i create a torch on a wall, you see the flickering light on the other side of the wall, and i noticed that if the torch particle effect is too close to the ceiling, youll see it through the floor on the upper level.

any way to stop this?

#1
02/20/2012 (5:53 pm)
I have just started experimenting with the light sources as well and have noticed this problem. I will play with the setting and see if I can't figure something out.
#2
02/22/2012 (8:37 am)
Try subdividing the wall to see if that helps prevent light leaks.

Particles do not have collision (unless you add it) so you'll have to tweak the lifetime and speed settings to limit the particles. Setting soft particles on may help the visible discrepancy.
#3
02/22/2012 (9:22 am)
Im at work so all i could do was a quick look and i found this rather old post

www.garagegames.com/community/forums/viewthread/30919

thats about the closest that it got. Ill do some more research tonite and chk out "setLayer" unless someone knows of a better way....

thanks Michael!

(subdividing didn't help - but thank you for that suggestion!)
#4
02/23/2012 (5:51 pm)
Ok so i read that Caylo has a particle effects modification out there and Ive emailed him to see how that works....

has anyone else worked with particle effect collision or somehow making sure that the particle effects dont bleed through the Models?
#5
03/13/2012 (3:39 am)
Try this thread which may have some relevant information about light leakage and how to set up your meshes to prevent it. Apparently models need collision meshes if light is not to penetrate.

http://www.garagegames.com/community/forums/viewthread/123938

Regarding particles then you need to look at the soft particles settings.