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Custom Stage Lighting Problem?

Lakitwo

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Lakitwo
I'm trying to port the background from Target Test Level 2 onto Battlefield. I ran into a problem when I realized that the background and the target test stage itself are one model. In order to get the target test stage out of the way, I used BrawlBox's vertex editor to move it to where you couldn't see it. That worked, but now I'm getting a very weird light problem. The background keeps flickering from light to dark. It seems to be tied to characters movements. It wasn't happening before I edited the stages vertices.

Anyone know what's going on or have a fix?
 

Xenozoa425

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You have two options:

1. The long but effective way - Export the target test background as a .dae, import into 3DS max, remove everything that isn't from the background and fix any textures/materials that may get messed up in the export/import process, export as a .dae again and reimport back into BrawlBox, then make final adjustments.

2. The short but sometimes ineffective way - Set the cull mode to "Cull_All" in all the materials of the target test model except for anything in the background. This will cause any textures that aren't in the background to turn invisible.
 

Nezha the Scout

Eyyyyyy
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or change the lightning, that's what I do if I get flickering. Then edit the stage texture to simulate the effect you want. But Xeno's ways are most useful.
 

Lakitwo

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Statesboro, GA
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Lakitwo
You have two options:

1. The long but effective way - Export the target test background as a .dae, import into 3DS max, remove everything that isn't from the background and fix any textures/materials that may get messed up in the export/import process, export as a .dae again and reimport back into BrawlBox, then make final adjustments.

2. The short but sometimes ineffective way - Set the cull mode to "Cull_All" in all the materials of the target test model except for anything in the background. This will cause any textures that aren't in the background to turn invisible.
I can't do option 2 because most of the stage uses the same material as part of the background that I want to keep.

I tried method 1, and everything looks fine in BrawlBox, but it freezes in game. Is there any way that you could look at it and see what the problem is?

Link: http://www.mediafire.com/download/p1f2aqj6ih24umh/STGBATTLEFIELD.pac
 
Last edited:

Xenozoa425

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tehross425
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I didn't even have to download it to notice why it was freezing. It's over 5MB. Way too big and over the file size.

You've gotta cut it down somehow, best way to do that is to remove unneeded textures and models.
 

Xenozoa425

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It's the materials. I'll go ahead and take a look at them again later tonight.

Is the flickering issue gone, though?
 

Lakitwo

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It's the materials. I'll go ahead and take a look at them again later tonight.

Is the flickering issue gone, though?
Yes. Some of the parts of the background flicker between different textures, but the lighting is fixed. Also, when I tried reducing the filesize myself, I got similar results to the stage file you sent me. I didn't know what was causing it, though.

By the way, thanks a lot for helping me.
 

Xenozoa425

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tehross425
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The flickering is happening because the materials/shaders for the textures are either missing, misplaced, and/or incomplete.

And no problem man. I took a look at it this morning and fixed most of it. All that's left is to get some new custom materials and shaders for the desert/plateau background and the blowing sand, and it's done.
 

Lakitwo

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Lakitwo
The flickering is happening because the materials/shaders for the textures are either missing, misplaced, and/or incomplete.

And no problem man. I took a look at it this morning and fixed most of it. All that's left is to get some new custom materials and shaders for the desert/plateau background and the blowing sand, and it's done.
Sweet! Sounds good.
 

Lakitwo

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Last edited:

Xenozoa425

Smash Ace
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Jun 6, 2012
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tehross425
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It's the camera angle that makes it look really weird. In Target Test, the camera is facing directly forward, so that way you don't see that sudden ending to the model. There's nothing I can do about that, unfortunately. The dust is 100% the same as the original Target Test level as well.
 

Lakitwo

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Statesboro, GA
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Lakitwo
It's the camera angle that makes it look really weird. In Target Test, the camera is facing directly forward, so that way you don't see that sudden ending to the model. There's nothing I can do about that, unfortunately. The dust is 100% the same as the original Target Test level as well.
Oh, ok. Cool. My mistake. Thanks a lot, man!
 
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