I have a zone portal behind a doorframe. One side of the portal is fine, with all the lights and shadows and stuff, but on the other side, the BSP surfaces of the first brush behind it are fully lit, no shadows at all. I didn't ask for this in any properties menus and I know it's the zone portal because the lighting worked fine when I tried to delete the portal. Also it's not the ambient lighting settings for the zone because it is only the first brush with the lighting problem.
In the screen it's the bright grey walls I'm talking about:
Erk. Have you tried rebuilding the map? Oh and what specific purpose do you have the zone portal for anyway? Most of zome portals' uses can also be done by volumes, and volumes tend to have far less bugs associated with them...
yeah I rebuilt the map tons of times
I'm using it to split a zone for a) optimisation and b) so I can call the zone "airvents" and not "flagroom and airvents"
I haven't really messed around with volumes other than physics and blocking.
Alright, well it's possible to make volumes WITHIN other volumes, so it's possible to have seperately tagged "flagroom" and "airvents" using just volumes. One of the options in the Actor Properties menu allows you to set volume priorities. I don't know much about optimisation but try using a volume instead of a zomeportal and see if you get any improvements. I've checked up, and there really is nothing you can do with a zomeportal that you can't do with a volume. Oh except making a skyzone I think...
which sort of volume do I use? do you mean that the whole zone zone should be included in this one volume?
Just a regular volume, unless you're planning on including water or a blockingvolume, etc. I'm not sure what you mean there, but if you look at the UT2003 retail maps, zoning is pretty much never used. You should usually only need to use cuboids for volumes (make the right sized brush, then click the button for the volume you're intending to use). If some of your volumes intersect each other it's no big deal, there's an option somewhere in the volume's actor properties that allows you to prioritise your volumes, for example: you have a large volume around the flag base with a locationtag ("FlagBase") and low-gravity. But there's a stretch of water that enters the FlagBase volume, and you want it to have a seperate locationtag and, of course, you want it to be water rather than low-grav. Go to the watervolume's properties and find the priorities option. Change it so that it has a better priority (I'm not sure if you'll need to use a higher or lower number value, mess around with it and see which works) than the FlagBase volume. Hey presto, as soon as you step into the water you'll be affected by the watervolume instead of the FlagBase volume.
Hope that made sense =P
managed to fix it I did a lot of things so I'm not sure what i was, but I moved it; resised it; stretched it in the wrong direction; moved the brush back and added another one, then put the portal in the new brush, moved it some more, and above all, annoyingly, I had to rebuild all (or rebuild geometry and lighting) every time to see if what I did had an effect.
Anyways I have another troublesome area with a similar situation, only it's that a certain surface occasionally builds lighting as "unlit" as before, but not every time. Sometimes it's fine. Anyone know why?
thanks for the help anyway