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.
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.
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.
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).
I have used around $5000 on Ravine and have yet to encounter this. It better not happen because Im only half way done on my map.
Interestingly I'm building a map on Impact with a handful of corridors and other related pieces, plus a good number of blocks and walls, and haven't run into a problem yet. Hopefully I won't - the map is 95% done, structurally speaking.
Perhaps it has to do with a number of points where shadows are created and intersect? The differences in your uses of the corridors was only how they were placed (as 343i intended, and for flooring).
I used about 90 Corridors on my Impact map and haven't run into this problem. Then again, I have about 6000 dollars left.
While trying to force this glitch to happen on impact, I ran into the object limit :'( Not the money limit 3/4 budget used, Still had 30+ walls "allowed" to be used, I just had to many objects on map couldn't place anything on map till i deleted a random item.(delete spawn then i could place a wall) It sucks that's back.. Question for you duck, When you delete all objects on map the shadows stay there, So if you get this glitch and delete all objects then place more objects are all the new objects in this poop color?
It sounds like a glitch akin to moving a coli window into the mountain side just right that it becomes invisible... oh well...
my map on impact used the whole budget and doesn't have a single problem with lighting, and it'd done. Sorry to hear the trouble guys.
Well that's a nice irrelevant point to bring up that has no connection to the topic. Hopefully by avoiding the use of high polygon objects this can be mitigated, as the parts Duck told me he was using were curved or very angular.
damn, I'm making a puzzle map and im now on 4000$ that i spend meaning im on 40-45% i hope this won't accur to my map, i already used around 50 station, corridors
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.
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..