Forged lighting problem...

Discussion in 'Halo and Forge Discussion' started by robbieagray, May 25, 2011.

  1. robbieagray

    robbieagray Forerunner

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    So I put these two lights on my map to add detail to the map. However whenever I play on the map in custom games the orb is there but no light is illuminated from it. Does anyone know what is wrong and know how to fix it?

    If it helps here is some info on my map. It is on tempest, the purple FX is on, and I have used up almost all the budget.
     
  2. Lylebeef

    Lylebeef Forerunner

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    In splitscreen, lights do not actually "glow" in order to prevent lag. Try loading up your map with only one person if you haven't already.
     
  3. Rho Fs

    Rho Fs 2x2 Forge Judge
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    It might be issues with host as well. Honestly, I'd have to see it to give a better answer. I don't have a great idea of what's wrong.
     
  4. robbieagray

    robbieagray Forerunner

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    That is kind of disappointing. Is there a way to prevent the anti-glow?
     
  5. Reign

    Reign Forerunner

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    If you had both lights on the map, then it might the same problem that halo 3 had. In halo 3, if you had four lights on the map, none of the lights would glow. That might be the problem.


    And are your lights merged into the floor? If they are, they won't glow as much or they won't glow at all.
     
  6. robbieagray

    robbieagray Forerunner

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    Only one light is merged as it is a light meant to light up an advertisement stand.
     
  7. Xun

    Xun The Joker

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    Ive had this happen before, but it usually only happens in splitscreen when Im testing by myself for different game types. I dont think its ever happened to me before when playing on a single screen, but if it is happening to you maybe youve got too much stuff on your map and the game has had to sacrifice the lighting effect to process all of the other objects on your map. It takes a surprising amount of puff out of the game engine to render lighting bouncing off of all the objects, especially in Forgeworld, since its such a large map.

    I hate that lights affect frame rate of this game, because theyre such a useful tool to highlight different areas of the map. It would be good if there was some kind of update that allowed you to reduce the amount of glow a light produced, or even voluntarily turn light off on certain objects like the railings and such, so more processing power can go into other, more important parts of the map.
     
  8. robbieagray

    robbieagray Forerunner

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    will you still have this problem even if you are doing a splitscreen (my brother likes to play with me too) while doing a party game over xboxlive?
     
  9. NlBBS

    NlBBS Forerunner

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    The only times this will EVER happen is if you're playing splitscreen, or in very rare instances if you go black screen and come out they might not glow.

    Let me know if this answers your question.
     
  10. Nutduster

    Nutduster TCOJ
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    It will affect you and your brother, but not anybody else in the party that is playing fullscreen on their own box. It's just a local rendering thing, in other words. It affects anyone in splitscreen but not the rest of the players. I experienced this on the very first map I forged in Reach - made a map with purple and next gen FX for that nighttime look, and one base was in part of the cave tunnel (which is pitch black with those FX on). I had a crucial green light that made the area murkily visible, but to my friends on splitscreen they couldn't even set foot in there without getting lost.
     
  11. robbieagray

    robbieagray Forerunner

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    is there a way I can fix this problem via forge?
     
  12. Nutduster

    Nutduster TCOJ
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    It's not a "problem," it's what the engine does to make splitscreen playable in forged maps (and even still, a great many forged maps have huge framerate problems in splitscreen). The only way you can fix it is to not play splitscreen, or not use lights in your maps. Or use them and just bear in mind that in split, you'll only see the orb and not the lighting/coloration effect on pieces around it.
     
  13. robbieagray

    robbieagray Forerunner

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    Its just disappointing that bungie didn't try to fix this problem prior to the release of the game. :(
     
  14. Nutduster

    Nutduster TCOJ
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    Well yeah, and it would be great if I could exhaust my budget and object limit in a Forge World map and have it not drop to 8 frames per second. But it is what it is & it does what it does. Just gotta work around it. For me this light rendering thing is far less problematic than the framerate problems that plague so many custom maps - I spend way more time worrying about that.

    By the way, not rendering lighting is not the only thing splitscreen does that's different from full. I played a 4-player splitscreen of my Goosechase Stadium minigame and it looked weird as hell - the main thing was that objects were flipping to their rough state from much shorter distances (I don't know the technical name for this phenomenon, but it's what the engine does when forge objects are far away from you - instead of doing a full render, it uses a rough approximation that is presumably much easier on system resources; as you get closer it replaces it with the real object). This made the bowl of the arena look really weird because it seemed to be changing colors as you drove across it. And mongooses would de-render except for this vague shape with headlights, until they got really close to you. The game was still playable and fun, but not nearly as much as it is in fullscreen. I never did test it in two player split - I wonder if there are different degrees to how much the engine makes these compromises.
     
  15. Xun

    Xun The Joker

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    In that case it would probably be the location of your map, and the amount of objects used/which objects were used. As most people know, some objects have z-fighting in themselves, which can cause lag on screen. The lag affects your frame rate, and the frame rate can affect the rendering time of objects.

    It could have also been the amount of objects used. If you place a large forge object on your map and only one of the smallest parts are showing, the game will still have to render the entire object. And in the case of location, certain places around Forgeworld affect framerate as well. If you can see the island from your map, the game will have to render it every time you look at it. If youre up close to the waterfalls, the game has to render the splash animation every time you look at it. Trees also take a bit out of the engine too, as the swaying in the breeze animation has to be rendered and loaded constantly. (Ive been reading up ;) )

    Sorry if you already knew all of this, but its mainly for those who dont know about what causes lag issues.
     

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