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Shadows on the Walls

Posted: Wed Sep 08, 2004 4:19 pm
by Stratocaster
Image

Image

Is there a way to fix that? It happens when I divide the brush, in order to make a hole in the wall for a window of just add a poster or painting...

Posted: Wed Sep 08, 2004 5:49 pm
by Ezykeyal
Best thing to do is (what i do) make a real painting which is on the wall.
Leave the wall a piece and wack a painting on there.

Posted: Wed Sep 08, 2004 5:53 pm
by Stratocaster
For the paintings its ok but how about the windows? you really have to make a hole in the wall, so that makes 5 out of 1 brush... And one of them is darker I dont know why...

Posted: Wed Sep 08, 2004 5:55 pm
by Ezykeyal
You make the walls by hand yourself yea, no substracting ?

Posted: Wed Sep 08, 2004 5:59 pm
by Stratocaster
I also substract (basically for windows). But you get the same number of brushes anyway...

Posted: Wed Sep 08, 2004 6:07 pm
by Ezykeyal
Tr to make it by hand anyway, the only other things i can think of is the lighting quality setting, your video card.
THe funny thing is when i created levels for this other game Vampire and this would happen that meant that the -extra should be turned on for compiling.
When i searched around for compiling options it does something differend with the sunlight.

You could try that out, use -extra.

Posted: Wed Sep 08, 2004 6:52 pm
by jv_map
Making the brush detail usually helps :?

Posted: Wed Sep 08, 2004 8:05 pm
by Shuriken1
I get the same thing quite often, I presumed it was cos I was doing a fast compile and that it would go away on the final compile. I hope so, I'm worried now :?

Posted: Wed Sep 08, 2004 10:16 pm
by Balr14
Like JV_map says, making the brushes detail often helps. But, there are times nothing helps, so the best thing you can do is make the cuts vertical instead of horizontal, and make a few extra cuts. Take advantage of the uneven lighting and give surfaces a more used look. Vertical boards often fade or discolor at different rates.

Posted: Thu Sep 09, 2004 12:57 am
by Stratocaster
Well that brush can't be detailed, it's a wall...

My video card is Nvidia fx 5700 /256 mb ram, runs mohpa and farcry with no problem.

I will try "final" light compile see if it works :wink:

I can try also the vertical cuts.

intensity

Posted: Thu Sep 09, 2004 2:47 am
by tltrude
With key S you can change "intensity" and "density" of the lightmap on a brush face. I am no expert at it, but the shadows do become more defined with intensity 1. So, maybe intensity -1 will reduce the shadow. I have no clue about the default value of density.

You could also try the "nolightmap" checkbox for one of the faces.

Posted: Thu Sep 09, 2004 3:30 am
by Balr14
Tltrude has another good point. Sometimes I'll copy a texture, use Photoshop to give it light/shadow effects and remove the light map from the shader. It often results in better effects than letting the engine light it.

Posted: Thu Sep 09, 2004 3:57 am
by Ezykeyal
I believe the default lightmap resolution is 32, the lower you go the better the quality but the longer the compile time and the bigger the bsp file thus requireing more to load in the memory. :P
But that could indeed be a factor as well.

Posted: Thu Sep 09, 2004 5:06 am
by Andy
Try diagonal cuts, you should end up with the same ammount of brushes anyway as well as more smooth lighting effects.