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Light Hitting Adjacent Brushes
Posted: Sun May 30, 2004 2:02 am
by fuhrer
Ok Got a Door, well had a door lol! but i put a light above it.
Now The brush that the light is on, lights up fine but the surrounding brushes dont, it looks horrid, someone mentioned mitreing walls, theres no way u can stop 2 adjacent brushes facing the same way from butting together, u can mitre them to slant them together (nice english) but the texture faces are still butted together, same problem.
Somone tell me how to get around this, also light shining through walls, ive kinda managed to solve that one kind off but its far from perfect and involves a hefty amount of clipping.
i cant host on the net but i have screenshots if anyone wants to see what im on about, pm me please.
mitter
Posted: Sun May 30, 2004 4:55 am
by tltrude
There are two reasons for mittering wall corners. With a mitter joint you can caulk one more face. And, the texture on the wall face will fit in the corner without being overlapped by another brush. It is a good habit to use mitters, but there are times you just can't use them.
Here is a good tip - If you select two or more brushes that form a concave shape, you can merge them into a single brush by pressing keys Ctrl + Shift + U. I'm not positive, but the merged brush would probably use the texture from the last brush selected.
Another tip - Do the white outlines of seleted brushes in 3d view ever get in your way? Well, you can turn off those lines with key J--the brush will still be selected and the 2d view will not change.
Posted: Sun May 30, 2004 5:03 am
by Balr14
The Q3 engine has always had problems with light and shadow. Here's a few things you can try:
Making the brushes detail will change how they react to light sources.
Try bounce 0 as an option in your light compile.
Add small point lights near the adjacent brushes.
The best way to handle light shining through walls, is make your walls hollow and put a layer of shadow caulk in the middle.
Re: mitter
Posted: Sun May 30, 2004 5:07 am
by blue60007
tltrude wrote:Another tip - Do the white outlines of seleted brushes in 3d view ever get in your way? Well, you can turn off those lines with key J--the brush will still be selected and the 2d view will not change.
Once again, you've provided us with another invaulable tip. Maybe you should write a tips tutorial.

Posted: Mon May 31, 2004 2:57 am
by fuhrer
Balr14 wrote:
Add small point lights near the adjacent brushes.
The best way to handle light shining through walls, is make your walls hollow and put a layer of shadow caulk in the middle.
point lights?
i tried the hollowing wall thing and light still gets round the edge, only way i can just about do it is by clipping the perpendicular wall so it has a triangular wall and csg the wall perpendicular that makin it 2 walls.
This way the light cant get thru the wall as its part of the other wall in a way, however if the wall dont go to the top of the ceiling another small brush needs to be added to fill the csg'd gap, and u can see this piece when light hits it
CTRL + SHIFT + U does nothing
