JavaGuy Posted September 23, 2002 Share Posted September 23, 2002 When I compile my map using the "fastvis 1/2" setting, there's about a 50% chance that it will compile the "no light" version. I was convinced that I was just hitting the wrong option accidentally, so I went into the project settings and completely removed all no-light options from the menu. It still compiles as no-light about 50% of the time. It seems to be completely random which option it uses. Has anyone else seen this behavior? Link to comment Share on other sites More sharing options...
Eldritch Posted September 24, 2002 Share Posted September 24, 2002 No. Whenever I compile mine with FastVis 1/2 (which is what I mostly use to check progress when i'm building it) it ALWAYS compiles like it's supposed to. That is to say, only using 50% quality of the light computation to light the map. That's why the lighting never looks as good in FastVis 1/2 as it does with FullVis, for example. How big is your map? And what type of lights do you have in your map? -Anakin Link to comment Share on other sites More sharing options...
JavaGuy Posted September 24, 2002 Author Share Posted September 24, 2002 The little status bar in Radiant says 1575 brushes and 1106 entities (the later sounds waaaay high to me). I have ambient light of 10 and a bunch of light entities. Again, sometimes when I compile on fastvis 1/2 it looks like it should (though like you say, not as good as fullvis), and other times the whole map is lit up glaringly bright. I am mystified. Link to comment Share on other sites More sharing options...
Eldritch Posted September 24, 2002 Share Posted September 24, 2002 1106 is quite a number of entities... what do you have in your map? Ambient light is a bit of a risk... it tends to flatten out the difference between light and dark, which looks a little too unrealistic for me. If your map isn't big enough (which certainly does NOT sound like the case) it will give you that full brightness you're describing. Too many light entities could account for your problems... perhaps considering removing some if possible, or using a sky shader that emits light to help light your map. -Anakin Link to comment Share on other sites More sharing options...
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