Can anyone please help me to identify what is causing these shadows.
http://www.billandben79.pwp.blueyonder. ... hadow1.jpg
http://www.billandben79.pwp.blueyonder. ... hadow2.jpg
http://www.billandben79.pwp.blueyonder. ... hadow3.jpg
The map is plit by a river and these shadows are only occuring on 1 side of it. It was compiled using these compiles:
"F:\MOHAAT~1\Q3map.exe" -v -gamedir C:\PROGRA~1\EAGAME~1\MOHAA
"F:\MOHAAT~1\Q3map.exe" -vis -fast -gamedir C:\PROGRA~1\EAGAME~1\MOHAA
"F:\MOHAAT~1\MOHlight.exe" -verbose -final -gamedir C:\PROGRA~1\EAGAME~1\MOHAA
I cant compile the bsp on anything other than fast as it takes far to long to compile otherwise and light is compiled using final detail compile.
Any one have any ideas?
Thanks
Shadows
Moderator: Moderators
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Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
shadows
As you have probably noticed the light compiler is not all that great. It hates overlapping brushes and where terrain verticies (or patch mesh) touch a brush. Most of the shadows will vanish when you use the "-final" option for light compiling, but repairing the brushes helps even more.
How shadows look in the game depends on the advanced settings. As a mapper, your setting should be on "simple shadows", so your map looks good for everyone--even those players using less powerful vid cards.
How shadows look in the game depends on the advanced settings. As a mapper, your setting should be on "simple shadows", so your map looks good for everyone--even those players using less powerful vid cards.
The first images suggests you used the wrong texture. I'd check the light map properties of that mother.
Your second image could be caused by settings of sun color and ambient light. It may also benefit from using bounce -0 in the light compile. The basic problem is not enough light to cast distinctive shadows.
Your last image is the classic mesh meets brush problem. Try making the brush detail (if it isn't). You can also split the brush in two and adjust some vertices. If all else fails, and it is entirely possible, give the texture a shader with no lightmap.
Your second image could be caused by settings of sun color and ambient light. It may also benefit from using bounce -0 in the light compile. The basic problem is not enough light to cast distinctive shadows.
Your last image is the classic mesh meets brush problem. Try making the brush detail (if it isn't). You can also split the brush in two and adjust some vertices. If all else fails, and it is entirely possible, give the texture a shader with no lightmap.
-
Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
