"Light-derping"

Discussion in 'Halo and Forge Discussion' started by Psychoduck, Nov 12, 2012.

  1. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Hey guys. I just stumbled upon this about an hour ago, and haven't really run any tests on it yet, so I don't have much in the way of concrete information on it just yet. Anyways, as I was almost finished forging a map (I had used ~$4,500 budget, on Impact) I placed an object and went into player mode. The game barely paused to generate lighting, and instead of incorporating the new object I had placed into the map's dynamic lighting, forge went ahead and plopped down a massive poop-shadow all over my map. Basically 95% of the objects on the map were extremely dark, covered in a glitchy shadow while the remaining objects were stark white. This glitch shall henceforth be known as light-derping. Confused, I deleted the object I had just placed (a tunnel large), and regenerated the lighting. All was back to normal, so I initially assumed it was an issue with the object. I tried placing the object again, resulting in the same poop-shadow and then tried placing several other structure objects, all with the same result. From this, I deduced that the dynamic lighting system had reached its max capacity of objects it can handle (odd, with over half of the budget remaining). I continued to explore and found that not all objects contribute equally to this light-derping (for example the station corridor seems to count towards the limit twice as much as another object such as a block). So, the facts: this occurs on Impact from an overabundance of objects, not all objects contribute the same, only structure items (perhaps with a few exceptions) contribute. Current assumptions: this will occur on the other forge maps as well, objects with glass or complex geometry (station corridors) contribute more than other objects. I'll continue exploring this glitch, and see if I can get you guys any more information. Watch out for light-derping, friends.
     
    #1 Psychoduck, Nov 12, 2012
    Last edited: Nov 12, 2012
  2. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

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    This made me laugh, but it blows, so, sorry man.

    I think a lot of other people are encountering this problem as well, though.


    What a shame.
     
    #2 Eightball, Nov 12, 2012
    Last edited: Nov 12, 2012
  3. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I worked around it, cut down on some objects and a now sitting right below the limit without really negatively affecting my map. Unfortunately, when I go to make tweaks during testing I'm gonna have to get really creative with object use. My map incorporates a lot of station corridors as floor and wall pieces, so this shouldn't happen most of the time without many more objects on a map, but it's unfortunate regardless.
     
  4. Eightball

    Eightball Forerunner
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    It's unacceptable, really.

    Is it possible 343 could fix this?
     
    #4 Eightball, Nov 12, 2012
    Last edited: Nov 12, 2012
  5. Audienceofone

    Audienceofone Forerunner
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    Interesting...

    All i have found thus far is that if you max out on objects and/or budget (not sure what but I'll bet on both), Erosion doesn't generate lighting. I cut my map's cost from ~7000 to ~4000 (If I remember correctly) and now it works fine (even if Erosion has crap lighting).
     
  6. Spicy Forges

    Spicy Forges Ancient
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    I have used around $5000 on Ravine and have yet to encounter this. It better not happen because Im only half way done on my map.
     
  7. Nutduster

    Nutduster TCOJ
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    Sigh.

    Oh, 343. Why did you derp up my favorite part of the game in so many ways?
     
  8. cluckinho

    cluckinho Well Known
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    Wow too bad the corridors are a big contributor, the bottom of them are great for flooring.
     
  9. Nutduster

    Nutduster TCOJ
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    Interestingly I'm building a map on Impact with a handful of corridors and other related pieces, plus a good number of blocks and walls, and haven't run into a problem yet. Hopefully I won't - the map is 95% done, structurally speaking.
     
  10. Audienceofone

    Audienceofone Forerunner
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    Perhaps it has to do with a number of points where shadows are created and intersect? The differences in your uses of the corridors was only how they were placed (as 343i intended, and for flooring).
     
  11. Benji

    Benji Ancient
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    I used about 90 Corridors on my Impact map and haven't run into this problem. Then again, I have about 6000 dollars left.
     
  12. Waterfall

    Waterfall Promethean
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    Great, now we have to watch out for frame rate lag AND light Serling...just great.
     
  13. WWWilliam

    WWWilliam Forerunner

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    While trying to force this glitch to happen on impact, I ran into the object limit :'(

    Not the money limit 3/4 budget used, Still had 30+ walls "allowed" to be used, I just had to many objects on map couldn't place anything on map till i deleted a random item.(delete spawn then i could place a wall)

    It sucks that's back..

    Question for you duck, When you delete all objects on map the shadows stay there, So if you get this glitch and delete all objects then place more objects are all the new objects in this poop color?
     
  14. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    It sounds like a glitch akin to moving a coli window into the mountain side just right that it becomes invisible... oh well...
     
    #14 MrGreenWithAGun, Nov 13, 2012
    Last edited: Nov 13, 2012
  15. thesilencebroken

    thesilencebroken Jill Sandwich
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    my map on impact used the whole budget and doesn't have a single problem with lighting, and it'd done. Sorry to hear the trouble guys.
     
  16. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Well that's a nice irrelevant point to bring up that has no connection to the topic.

    Hopefully by avoiding the use of high polygon objects this can be mitigated, as the parts Duck told me he was using were curved or very angular.
     
  17. MrGreenWithAGun

    MrGreenWithAGun Forerunner
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    Really? Huh, I didn't think so...
     
  18. ToXiC SPlaTTeRz

    ToXiC SPlaTTeRz Forerunner
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    damn, I'm making a puzzle map and im now on 4000$ that i spend meaning im on 40-45%
    i hope this won't accur to my map, i already used around 50 station, corridors
     
  19. Deniedoath

    Deniedoath Forerunner

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    Higher poly objects don't change the shadow resolution though. From what I've gathered, I believe the disabling of dynamic shadow generation is a fail-safe or a way 343 is using to prevent texture memory overload causing your xbox or game to crash. I'm pretty sure they're just regulating it based off of an object cap they set. Now I guess it's just a matter of figuring out each of the maps structure piece caps are and which pieces count more towards these predetermined limits.
     
    #19 Deniedoath, Nov 13, 2012
    Last edited: Nov 13, 2012
  20. theSpinCycle

    theSpinCycle Halo Reach Era
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    If they were to do that, why have it derp out in such an unusable way? I mean, half of the objects completely dark, and half completely light? Sounds like a poor way to implement a limit to me..
     

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