Hey everyone,
I'm working on my first MoH DM map and I'm having some strange lighting effects. Check out this screenshot: http://www.commandchamber.net/etc/ryan23.jpg
The 2 windows on the building straight ahead are exactly the same, except one is rotated 90 degrees. However, you'll notice that one of the windows is actually emitting light, while the other is not. I have this problem all over my map, where some windows will emit light while others don't. I can't figure out any pattern or reason why it works sometimes and not others.
Any suggestions? Thanks!
Frinky
Lighting Oddities
Moderator: Moderators
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
you probably duplicated the windows and for some reason now the shader properties aren't working right. I know, sounds impossible. The light emitting window textures have this line in the shader: q3map_surfacelight ... If this is being skipped somehow, they won't emit light.
I remember duplicating a railing and in game one was transparent and the other was not. After redoing the textures it was fine. So, you might want to try and reset the textures. Ctrl+shift+leftmouse and then click on it with the middle mouse button. Then select your window texture again. Don't know if it will change anything, but it's worth trying.
I remember duplicating a railing and in game one was transparent and the other was not. After redoing the textures it was fine. So, you might want to try and reset the textures. Ctrl+shift+leftmouse and then click on it with the middle mouse button. Then select your window texture again. Don't know if it will change anything, but it's worth trying.
Yeah, the window textures all look like they are lit, however only some of them actually cast light onto other non-surface-light faces.
I've noticecd that the surface lights seem more likely to work correctly if there are other architectural details nearby. For instance, if I have a window facing a large open space (like the window on the left in the screenshot), it doesn't cast any light. However, if it is in a small alley with the wall of a building jutting out next to the window, it usually works correctly. I guess the problem has something to do with how the lighting system determines what other faces are in the window's line of sight and how close they are. Perhaps it thinks there are no surfaces that the light from the window would reach?
In any case, I'm going to play around with it a bit and see what I can do. If I discover anything interesting I'll post what I find.
I've noticecd that the surface lights seem more likely to work correctly if there are other architectural details nearby. For instance, if I have a window facing a large open space (like the window on the left in the screenshot), it doesn't cast any light. However, if it is in a small alley with the wall of a building jutting out next to the window, it usually works correctly. I guess the problem has something to do with how the lighting system determines what other faces are in the window's line of sight and how close they are. Perhaps it thinks there are no surfaces that the light from the window would reach?
In any case, I'm going to play around with it a bit and see what I can do. If I discover anything interesting I'll post what I find.
