Lighting question-leaky lights -1 reply

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#1 10 years ago

Hi, I've got a problem: I am building a little town with many buildings and low lighting. In the picture below, you will see that the light from inside to the left shows up at the seem in the corner to the right. This does not happen on extruding corners though. I also tried blocking up that area from lighting by using brushes of different shapes and sizes, and different system shaders and regular textures. Any help?raeuwfaorz.jpg




Omegasigma

Mapper and concept artist

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16th March 2006

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#2 10 years ago

caulk the corner thats my only suggestion




NAB622

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8th October 2005

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#3 10 years ago

Actually, caulking the corner will not fix that. Good idea, but it won't work. If you miter the corner, that may help. If it works, that's the best solution. If you don't know what mitering corners means, it means making the corners of your walls/floors meet at a 45 degree angle, instead of a 90 degree angle. Google it if what I said is still too cryptic. I learned the reason (and a lot of other useful things) on map-craft.com's forums: During the lightmap compile, Q3 makes a grid that covers every patch and brush, and stores color and brightness information inside those grid squares. Then in-game, all it has to to is blend everything together, and voila - light. This is most likely happening due to an un-mitered corner, though it can happen for other reasons (which seem totally random at times). Since the default lightgrid is fairly large, and since (I'm assuming) the brush sticks through to the other side of the wall, the light entity casts light on it. Now, there's a thin brush blocking the light from going any farther, but what you are seeing there is the rest of the grid squares that WEREN'S blocked by that wall. If you can follow any of that, good - I hope it helpd you. Try mitering the corner first, then if that doesn't work, give your map a "_lightmapscale" key in the worldspawn with a value of ".5" and see if that helps out. It will bloat your BSP size, though.




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#4 10 years ago

Umm, a while ago I thought it was because of unmitered corners too, but I designed the whole map with mitered corners, and every mitered corner that is not extruding has that problem. I will try the lightmap scale, but I don't think I will end up using it in the end because I am making a very large map. Thank you for trying to help. Edit: changing the lightmapscale worked, but doubled the compile time, so I am going to see if I can find another solution. Thanks anyway, because what you said may have helped more than you know.




NAB622

EAT ME!

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8th October 2005

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#5 10 years ago

My limited info is at your disposal. :>

I'm surprised it leaked through a mitered corner, though. VERY interesting...

And yes, the _lightmapscale trick will also double your compile tie. It's creating and storing twice the amount of information. :/