Cryengine VisArea not being effected by ambient color parameter

2 replies [Last post]
User offline. Last seen 50 weeks 5 days ago.
Posts: 3

Ive created a new level and followed along with the Cry Engine Intro tuts detailing how to create an interior environment. Once I create the VisArea however, it does not respond to AmbientColor....or anything at all.


By themanwholaughs at 2012-05-20

This is with default ToD values. Ive imported the ToD from the materials tutorial and it turns everything black (regardless of AmbientColor)...


By themanwholaughs at 2012-05-20

until I adjust the time, and then it seems to change the lighting but still does not respond to AmbientColor...


By themanwholaughs at 2012-05-20

 

Light entities affect solids/meshes as normal. Anybody got an idea as to what is wrong/what Ive not done correctly?

 

User offline. Last seen 1 week 1 day ago.
Award SilverInstructor
Posts: 124

I don't believe that input box works on the FreeSDK actually. Either the SDK team is planing on getting rid of it (since it works in the ToD as you said) or it's just a bug.

For now, I recommend leaving it as black, and work with the tod

Level Artist

www.helderpinto.com

User offline. Last seen 50 weeks 5 days ago.
Posts: 3

Thanks for the info! Strangely enough, this morning I opened the level and the VisArea started to magically work properly. I'm still having issues with some of the forest level vis areas not working, and just general strangeness (unlit fp rig/other assets, strange foliage rendering etc) so I think I might have some driver or video card issues. Again, thanks for the response HP, I appreciate it!

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