[1.1.0] Items with a light layer defined in picture bleed through obstructions
[1.1.0] Items with a light layer defined in picture bleed through obstructions
I think items may need to receive special treatment and have their light layer rendered at their render layer. The light layer also bleeds through the items on the belt when stacked up.
Re: [1.1.0] Items with a light layer defined in picture bleed through obstructions
Lights don't have layers, they are all just added up together and we don't have a way of doing occlusion for them currently.
Re: [1.1.0] Items with a light layer defined in picture bleed through obstructions
nooooooooooooooo... (ノಥ,_」ಥ)ノ彡┻━┻
Re: [1.1.0] Items with a light layer defined in picture bleed through obstructions
Would some stencil magic help in trying to make a "light mask" out of selected areas of entities that should hide lights?
It would have probably quite abrupt borders on lights but would prevent the glow through effect.
It would have probably quite abrupt borders on lights but would prevent the glow through effect.
Re: [1.1.0] Items with a light layer defined in picture bleed through obstructions
I have solution for it in mind, but it is too long to fit in the margin.
Re: [1.1.0] Items with a light layer defined in picture bleed through obstructions
I ran into this in 1.1.5 (Linux)
The lightmap for the locomotive affected trees as well as power and logistic cables.
Not sure Vanilla has any buildings high enough to obscure a train? Probably affects power poles though. I think it was a lot easier to notice with my custom locomotive as the lightmap includes the bigger area of the windows.
They need a render layer entry of some kind? Though that might mean that you need an extra renderlayer for every object you can place a lightmap on, which might be all of them?
The lightmap for the locomotive affected trees as well as power and logistic cables.
Not sure Vanilla has any buildings high enough to obscure a train? Probably affects power poles though. I think it was a lot easier to notice with my custom locomotive as the lightmap includes the bigger area of the windows.
They need a render layer entry of some kind? Though that might mean that you need an extra renderlayer for every object you can place a lightmap on, which might be all of them?
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Last edited by AlveKatt on Fri Dec 04, 2020 9:31 am, edited 1 time in total.