Working Headlights?
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A little problem: with 6 lights or more, it all blows up and the lights disappear. I don’t think you want to use that technique for it.
There isn’t really a way to do this; FL’s lighting system is too basic.
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The main problem with FL’s lightning system is how it does not give priority to near lights, and how it is completely bugged as regards light allocation. There is a memory leak, everytime a new light is created, it is never de-allocated. You can see this in FLSpew.log when you put dynamic lights on a lot of objects. It’ll say something like “warning, allocated more than XX lights”.
The actual light limitation of 4 lights per object is actually not really FL’s fault, since DX8 could only feature max. 8 lights per object. I think they set it to 4 just to support more graphic cards and/or to improve performance.
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Thank you all for your replies on this…
@ Ozed - Thanks for the link i’ll be checking it out as soon as i get home.
@ w0dka & FriendlyFire - Thanks for the heads up… probably saved me quite alot of headaches… I was taken by suprise when i saw headlights working in some form or other elsewhere (a good example is probably procyon). Do you have another method? or do you think its best not to have this feature to save on problems later?
@Gisteron - Thanks for your input, im not too keen on cloaking devices so maybe this could help.
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maybe you could put it on the layout of players’ fighters&freighters. this feature is really cool optically but it is more sensible to keep the count not exceeding the limitations, therefore you have no issues the faces stop being illuminated for short times.