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Too good lighting?

Posted: Sun Feb 16, 2003 11:00 am
by Bjarne BZR
Ello ello again!

My trouble is this: Some things look BETTER with -fast set on the light compile stage!

This is what it looks like with best settings:
ImageImage

...and this is with -fast and -bounce 0 light settings:
Image
...

As you can see, he edges are seen where the brushes meet to allow the door-hole when a full light compile is done... :cry:

This is apparently also present in the EA maps. :twisted: But does anyone know how to avoid / minimize these "shadows" ( other than removing all point lights and only using sun light and ambient light, or actually shipping the map with a poor light compilation ( because there's naturally also things that look like crap when you hurry the light compile ) )?

Oh, and the brushes ARE snapped to grid, so that's not the prob :wink:

Posted: Sun Feb 16, 2003 11:18 am
by Angex
I think this was mentioned somewhere before. The problem is the radiotisity (however you spell it), but setting "-bounce 0" stops this and so removing the problem.

If you want to use radiotisity (theres that word again) try forming the walls differently to see if it removes the problem.

Posted: Sun Feb 16, 2003 2:59 pm
by panTera
what if you try -extra and -bounce 0?
(I usually just leave the light options blank and so far it looks no less than with the -extra option.)

Posted: Sun Feb 16, 2003 5:09 pm
by Bjarne BZR
Hmmm... I think I'll have to make meself a test map to get to the bottom of this...

About -extra: The advanced compile tutorial says:
"-extra: Does high detail light sampling. Only increases sunlighting quality, so don't use this, but use final instead."

Why use it Pantera?

And Angex, the problem arises on every kind of wall formation I have ever tried.

...TO RADIANT!!!! :D

Posted: Mon Feb 17, 2003 1:53 am
by Desert Eagle
I have had the problem with light around the doors before also, and it looks like you can see were one brush meets the other due to the lightning.

My problem was that the walls around the door were detail. I made them structural and problem went away for me.

Posted: Mon Feb 17, 2003 11:39 am
by Bjarne BZR
Hmm... that's a strange reason for the shadows to appear... innit? Anyways, my walls are as structural as they can be, so thats not why my shadows appear. :?

Posted: Mon Feb 17, 2003 6:17 pm
by panTera
well Bjarne, because I've always had the best results with -extra instead of -final. But if you don't use sunlight then you're right. For some reason I think the problem is not caused by some lighting parameters. When I ran into those kind of nasty lighting bugs myself, I got rid of them by doing the following:
I selected the front faces of brushes that formed the doorway, applied a different texture and then changed back to the texture I was using. Sometimes I just shift it horizontally or vertically along the faces. I know that sounds pointless but for some reason those nasty spots disappeared.

Posted: Mon Feb 17, 2003 11:40 pm
by Bjarne BZR
Well Pantera, Ive seen stranger fixes than shifting of textures, so: no, it does not seem pointless at all.

Thanx, I'll se if I can fix this...