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Need a little bit of help...


DISorder

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Posted

Hey guys, I was hoping someone could help me out on something.

 

When I try to match up brushes' textures to textures on a curve, they look...well weird, and quite obvious that they're different objects and thus very...un-pretty.

 

Here is an example: http://www27.brinkster.com/morphius2661/index.htm The last picture with the arches, it is VERY obvious that those are different brushes/curves.

 

Can ANYONE tell me how to fix this, as I said earlier, it's very ugly and I'd like to be able to fix it and make it all look like one object.

 

Thanks,

 

DISorder

Posted

here's another question before i have to goto school...

 

why since i updated to gtk ver. 11 (forgot the first few numbers) and i try to group things, IT WONT SELECT THE GROUPED ITEMS but yes it will say its a func_group, BAH, lol, anyways sorry for my outburst, im in a hurry, anyone know how to fix this?!

 

Thanks

Posted

Aha, OK. :)

 

In this case I have one idea only. In the editor it is OK they are different. But after compile... I saw this when I compiled my map with no -patchshadows in the light phase. The patches were more brighter than the other brushes. If I use -patchshadows then it's OK, they are looking the same.

Posted

Well the textures will always be different on patch than on brush, because the patch has all the vertex work that distorts the texture. The lighting? That's just the game, I think. I've seen brushes next to each other, same size + texture, different lighting.

Posted
Originally posted by Leslie Judge

Oh, and one more thing. Yesterday I compiled a map for MP. In MP the lighting was worse than SP, so I encountered the same problem with patches. In SP it is better.

 

That's because the engine handles SP and MP lighting differently.

Posted

I told you. Caps + patch meshes that have been vertex edited will NEVER have the same lighting as standard brushes. It's something about the engine doing lighting different on adjacent triangles/faces.

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