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Serious leaking lights...

Posted: Sat Jul 31, 2004 1:01 pm
by Dani
I have started on a map stalingrad2v1 but i am having serious leaking lights. I have this with ALL the maps i have made, but this is the worst yet. I have uploaded some pics for you to see:
pic1
pic2
pic3
pic4


WARNING:these screenshots are seriously bad, if you have any problems with seeing leaking lights do NOT click on the links, jks!

Thx for your help

Posted: Sat Jul 31, 2004 2:39 pm
by lizardkid
easy. double brush the walls. i know it's bad practice but it's the only way to halt that. so duplicate the leaky wall and place it on the side with the light so it blocks it. :wink:

Posted: Sat Jul 31, 2004 10:26 pm
by panTera
In those pics I don't see light leaks but Mohlight bugs. I've had them many times and yes, they're a real pain. I don't really know what is causing them but it seems it has something to do with the way Bsp cuts up the brushes. In some occasions I got rid of them by splitting up the brushes in a different way. However it usually doesn't make a difference...
Compiling with '-fast' lighting is less accurate so have you tried a light compile with the '-final' parameter yet?

walls

Posted: Sun Aug 01, 2004 4:12 am
by tltrude
That happens because the light compiler does not know where one room ends and the next starts. I have tried light blocking brushes, chopping the surface in two, and other things with no luck. Moving the light away from the wall or making it smaller helps.

But, if you have a real bad spot where you can't move the light, bevel the wall on two sides.
________
...../\.......
__/...\___
...| .. |.....

Posted: Thu Aug 05, 2004 7:40 am
by fuhrer
like tltrude says most ways to combat this dont really work however u can get lucky and reduce the problem, u acn try a few things,

1 raise ambient light (if u using it )
2 cut the brushs at the opposite angle, ie if the brush join is running vertical change it horizontal, some cases it works better than others.

3 move ur lights, i found that lights equidistant from the floor to ceiling and 2 or 3 lights equidistant from the walls and each other look quite good (depending on the size of the room).

also may want to try changing how u have the walls ceiling and floors resting, i,e, if u have the ceiling and floor across the top and bottom of the wall brush try bringing the wall up so it overlaps the ceiling and floor (not intersecting!) , this can cause problems with needing extra brushes for doorways on the floor which can be a pain but like i said some ways work better than others,

it takes a lot of fiddling about, and a lot of compromise.

as for lights leaking into the next room, i hae combatted this by using my third suggestion, also building each wall out of 2 brushes can help marginally, so each room is has its own floor ceiling and walls.

if all else fails, u can if u like try experimenting with caulk shadow, i dont like it but in some cases it has proved useful, not enough to use it much if at all tho.

hope this helps.

Posted: Mon Aug 09, 2004 12:45 pm
by Dani
Thanks guys, but isn't all this a bit much, i mean in the original maps that were made by EA did they have all these probs. Neway i can't turn up ambient light, cos it is already very high lol.

Posted: Mon Aug 09, 2004 5:56 pm
by Dani
One reson I KNOW i am getting these is because i have me ceiling resting on the wall and the wall just being one long strech, i need this because it is a hotel and it would be REALLY tricky to change it

Posted: Tue Aug 10, 2004 12:27 am
by fuhrer
yeap happened to me before, the way i structural made the place was flawed as nothing could solve the light problem, i started over, i rest my ceilings on the walls too, and i let the walls sit on the floor.

ive been told tho that u should make the walls go past the floor but then u end up with having to put thin brushes underneath doors n thats just another brush that u have to worry about with the lighting.

Posted: Sat Aug 21, 2004 2:55 pm
by Dani
yeh but i am not just getting this on floors and walls, on places around windows, the block are lit differently, and this happens on ALL the maps i make