Dark terrain question...

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Splaetos
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Dark terrain question...

Post by Splaetos »

I made my terrain from a mixture of LOD and patch meshes, and most of it works fine. I jsut redid the whole thing because my first attempt... which wasnt too bad, had a few major issues when running with teraain settings low. Most of it works fine now on the lowest level, but one of my patches is completely unlit. Is this a mapping conflict, or a compiling error?

Sooner or later I will likely rip it all up, and lay it out again, but I was curious why this happens exactly. ANy help would be appreciated =)
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Bjarne BZR
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Post by Bjarne BZR »

I have noticed strange darkspots when a mesh goues through another mesh or through a LOD... is this the case for you?
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tltrude
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final

Post by tltrude »

Most of the dark spots will go away when you do a "-final" light compile. The patch that is not lit may be slightly under the lod terrain and you can't tell becuse the editor is not doing a great job of rendering. LOD scale 1 is as close as it gets to how it will look in the game, but not completly. So, try raising that patch in the center and lowering its edges.
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Splaetos
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Post by Splaetos »

thanks.

the terrain is composed of both meshes and LOD because LOD alone wasnt so hot when trying to do graidents in three directions surounding a central road that both changes elevations and direction...

The patch is a rather large one that already is higher in its middle and dives into its surrounding neighbors. The next time I do it, it will be much better I am sure, but I will try raising it. I havent gotten into ANY advanced compiling yet, because I am just starting out =)

thanks for the tips.
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tltrude
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leaks

Post by tltrude »

Another thing that caused dark spots is a leak in the sky box. If the compiler makes a ".lin" file, the editor will show you the leak when you click on File > Pointfile.

Changing the compile options are easy when you use Mbuilder--they are in the three windows on the left.
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Balr14
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Post by Balr14 »

That is a problem with the lightmap allocation. Adjust the affected faces up or down, or put something on top of them.
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