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[Solved] Problem with Light Radius in new DT1

Posted: Mon Nov 28, 2016 10:32 pm
by jetaman
Hey guys! I've been working on converting 3D wall models to D2 to create new DT1 files and build new areas I have some success in this but one thing bothers me. How do I get tid of this effect in the screenshot? Each tile of the wall is separate. This happens when the char walks towards the tile and the light radius affects the wall. I've tried it in all display modes - and it doesn't fix the issue. Also, I've played around with floor flags, to prevent Light Penetration. It helps a little but does not completely fix the problem. Can anyone suggest a solution?
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You can watch the video here!

Re: Problem with Light Radius in new DT1

Posted: Sat Dec 03, 2016 2:27 pm
by Eimernase
The issue isnt the light.
It is the texture of those converted 3d-wall.
Those texture/pattern arent fitted to make endless walls, if you look at your screen, you will see the texture/pattern goes always darker from left -> right.
So the next walltile you place at at another cant fit if it have the same pattern well.

You should use a pattern which can use endless, corners/few tiles can be different, but must fit with the others.

Re: Problem with Light Radius in new DT1

Posted: Sat Dec 03, 2016 10:54 pm
by jetaman
Eimernase" wrote:The issue isnt the light.
It is the texture of those converted 3d-wall.
Those texture/pattern arent fitted to make endless walls, if you look at your screen, you will see the texture/pattern goes always darker from left -> right.
So the next walltile you place at at another cant fit if it have the same pattern well.

You should use a pattern which can use endless, corners/few tiles can be different, but must fit with the others.
I think this is not what is the problem. Here, look at this. I am trying to use this building in the game.
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It connects perfectly - so it should fit, but something is wrong. There must be something I'm doing wrong.

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Re: Problem with Light Radius in new DT1

Posted: Sun Dec 04, 2016 6:31 pm
by Eimernase
Ok, the 2nd screen makes it a bit clearer i think.

At what map you tested your tiles?
Is it a new map? indoor or outdoor?

Did you try to change the light settings in levels.txt?

If that dont help i see only the way you made those tiles is something wrong (brightness, palette etc.)

EDITH say: maybe check the walkable settings of your tiles in the ini-file to make those tileset with dt1tools.
If the unwalkable flags are setting to 01 (in hex), it could be that light problem and can spread over tiles. Try to set those to 03 (in hex) for unwalkable flags.

Re: Problem with Light Radius in new DT1

Posted: Sun Dec 04, 2016 6:53 pm
by Volf
The main factor when it comes to light radius and wall tiles is the orientation. From the screenshot looks like you have set them all up as corner wall tiles.
Haven't touched d2 in years so dont remember details but pauls dt1 format guide explains the basics http://paul.siramy.free.fr/_divers/dt1_doc/

Re: Problem with Light Radius in new DT1

Posted: Sun Dec 04, 2016 7:18 pm
by jetaman
Thanks for your reply guys! I tried searching the forum and this is what I found. Some time ago Mirecek had the same problem in this thread.He says that he fixed but he doesn't say how exactly he did it (or maybe I missed it). It seems that the problem is most probably the orientation. I will look at the Paul's article more carefully.

Re: Problem with Light Radius in new DT1

Posted: Sun Dec 04, 2016 9:54 pm
by Doub
nvm.. :)

Re: Problem with Light Radius in new DT1

Posted: Sun Dec 04, 2016 11:13 pm
by jetaman
I studied the Orietation and i learned that I need to use different numbers for each wall. In Paul' article it says that game uses 02 for upper right walls nad 01 for left walls. I tried using these numbers and it seems like my left walls are OK but not the right walls. Any suggestions?
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Re: Problem with Light Radius in new DT1

Posted: Fri Dec 09, 2016 11:21 pm
by jetaman
Solved! Watch the video!
I spent a week trying to find out what was the problem with my new tiles, because i did everything as in the guide. Then suddenly, I had a crash caused by Extended level plugin. I don't know why it happened, it worked well for a year or so and then suddenly crashed. it was a problem because I used this test map as a new level in my mod. So after the crash I had to uninstall Extedned Levels and relocate this map to an existant preset map (substitute Claw Viper Temple level 2) and the problem disappeared by itself. Everything looks how it should. So the problem was either in the settings in Lvlprest.txt or levels.txt or Extended levels plugin doesn't display the new levels how vanilla does. Keep this in mind for future reference everyone who make new tiles :)