Lighting question

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[KreatoR]
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Lighting question

Post by [KreatoR] »

in my map, on one of my buildings, the light makes it look all different shades. Each brush has a different shade to it, some are darker than others... I dont want it to do that. I want it spread out evenly and smoothly. Is there a way to fix this?

The only lighting that im using is:
suncolor 45 45 45
and
sundirection -50 0 0

I also want to get rid of the sunflare, but have the same light. The sky is cloudy in my map, so I dont want a sunflare.

thnx
Innkeeper
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Post by Innkeeper »

Not sure about your texture problem, but to get rid of the sunflare;

key = sunflarename
value = none
Desert Eagle
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Post by Desert Eagle »

Are any of the brushes detailed brushes, or different scaled textures on the walls that the light is shinning on?

I have noticed sometimes that detail brushes or same textures scaled differently on walls tend not to "reflect" light like a structual brush.
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[KreatoR]
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Post by [KreatoR] »

Here's a pic of what Im talking about:
Image

They are not different scale, and the trim is all detailed brushes
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mohaa_rox
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Post by mohaa_rox »

Try this: select all the brushes and select the texture.
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jv_map
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Post by jv_map »

A light compile with -bounce 0 will probably help, though look worse on other areas.
Image
Slyk
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Post by Slyk »

really looks like you need to select all the brush faces and reapply the texture to ALL of them at the same time. That will realign them properly.
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wacko
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Post by wacko »

The problem isn't that the textures aren't aligned properly or in different scale, I had this myself and it looked perfect in mohrad. When compiled, there are some brushes, though, which the engine makes brighter and others that get less light. I have no idea how to fix this, and gave up leaving it the way it was.
Maybe someone knows how the compiler decides how much light is to be applied on a brush. The reason might be the size of the brush, the texture of the other sides, how the brush stucks in the others, don't know...
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Post by jv_map »

It's generally caused by the crappy radiosity Mohlight calculates.

Read my previous post about -bounce 0 8).
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wacko
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Post by wacko »

this sounds like no radiosity will be applied :cry:
is there another way? is there a rule, which brushes will be calculated correct and which won't?
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Post by rOger »

Try remaking the hole. As its built now (looks like it in any case) texture flows under other brushes. Those areas should be Caulk and as such not effect radiosity, which might be the case here.
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