#Light/Prim Visibility Toggle Help

16 messages · Page 1 of 1 (latest)

fleet hull
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Lengthy, but bear with me.

Anyone know if there is a way to hide game lights for editing, rather than hiding the prim for game purposes? The visibility gets saved to _lights.usda. I just want to be able to toggle visibility without the visibility being saved for runtime. Is that possible currently with the Toolkit?

I also just noticed that in runtime "Enable Enhanced Lights" turns on the game lights from the capture, even with "Ignore Game Lights" toggled on for all three. The light I placed in the scene is still visible with "Enable Enhanced Lights" being off.

Is the toggle in runtime reading light prims from remix editor including captured game lights?

Is "Ignore Game Lights" not picking up on 1 or 2 instances that come into view? (Lights are currently not stable hashes in Max Payne).

Any ideas are appreciated.

sick iron
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If you wanna toggle in the toolkit, use the stage manager mute toggle (eye icon)

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It’s temporary (not saved in the mod, therefore not applied by the runtime) so probably what you want

fleet hull
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Stage manager? 1st screenshot only hides added remix lights, 2nd hides the captured prims and saves that visibility to _lights.usda

fleet hull
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I also just noticed that in runtime "Enable Enhanced Lights" turns on the game lights from the capture, even with "Ignore Game Lights" toggled on for all three. The light I placed in the scene is still visible with "Enable Enhanced Lights" being off.

I think I misunderstood Enable Enhanced Lights as Remix lights I place, not just for game lights. When its toggled off, only remix lights persist.

thorn nimbus
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The visibility gets saved but does it also disables the light in the game?
That info must be saved somewhere so editors can use it, but there could indeed be inconsistencies on what the game should render and what only the editor should use.

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Actually that eye is supposed to disable the prim in game as well. I guess we don't have a way to just hide the prim for the editor in the toolkit.

fleet hull
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So I actually went back into the editor, modified the remix light I placed. Then I hid all game lights, and saved changes. I don't think the problem is the prim visibility being saved and loaded, I think it's the "Enhanced Game Lights" toggle being on makes lights flicker in n out. (Just realized).

thorn nimbus
# fleet hull So I actually went back into the editor, modified the remix light I placed. Then...

Well yeah, that seems like 2 separate issues to me. Disabling Enhanced Game Lights should, afaik, disable everything you write to USD/USDa files, as if there was no mod.usda at all.
If you use Ignore Spot Lights, that should disable original draw call lights, and I'm assuming replacement lights (I.e. the ones in mod.usda) have a higher priority since they're replacements, not original lights

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From what I understand, you have replacement lights attached to light_123, and Ignore Spot Lights toggled on, but since you have these replacements as child of light_123, the original light_123 isn't being ignored. Is that correct?

fleet hull
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Okay, loaded the game with "enhanced lights" off, and only remix lights persist, rather than game lights as well, with no instance flickering.

fleet hull
thorn nimbus
fleet hull
thorn nimbus
fleet hull