Serious Problem with Point Lights!!!

Blitz3D Forums/Blitz3D Programming/Serious Problem with Point Lights!!!

hmm, it seems to work when I export lights from 3dsmax with pipeline using inverse falloff and start range as the range the lights don't seem to be infinite. We had the same problem your discussing in Aerial antics thoough which were done in code. I wonder what the difference is?

I havent checked that the lights truly disappear but when I use pipeline I do get a correct falloff which matches what isshown in the max viewports.

An example of it in use can be seen in market value where the red flashing light at the end of the timer flashes with a short range at the end of each round. The falloff is clearly visible as it only reaches about halfway across the gameplay area and doesn't light all the gameplay pieces on the board.

Actually just realised I have a screenshot on our web page of the light I'm talking about



if you look at the TV's you can clearly see the falloff working (only the ones closer to the point light are lit)

If you don't use pipeline it might be worth asking pudding, or checking out the extensions and seeing how exactly the falloff ranges are being read from max.