Jump to content

Home

Real Lighting Problems


UbH

Recommended Posts

Hey my level has cool multi color lights and stuff all over and just befor i got ready to pack it up i complied it once more to get a look at my tuch ups and my whole level is light up to the point that all my light's stoped showing up, i know i have complied it right

please can someone help me?????????:confused:

Link to comment
Share on other sites

I have to use someone's example again.

 

You have to build your map as it were a spaceship. It has to be sealed everywhere on the outside. Leak is when there is a hole in the outer hull of your map.

 

In that case the VIS phase of the compiling process can't decide what can be seen from what area of the map and the LIGHT phase doesn't do the lighting. That's why it is so bright.

 

Detail brushes and entities (like func_door) are not good for building the hull because they are invisible for the VIS phase, only structural brushes are. Radiant (every) always makes a structural brush when you create a new brush, so don't worry about that.

Link to comment
Share on other sites

Sorry, I forgot to tell that. :)

 

First of all, the new GtkRadiant 1.2.11 tells you with red CAPITAL letters in the message window that your map is leaked if the BSP monitoring is turned on (Edit\Preferences\BSP Monitoring).

 

If not, then you can search for the junk.txt file (probably in TEMP) and open to see what happened during the compilation. If you can see ***** LEAKED ***** then it is leaked.

 

So, in GtkRadiant you have to load the pointfile (File\Pointfile...), JK2Radiant does it automatically. Thick red lines appear to help you find where the hole is. You can use CTRL+SHIFT+K nad CTRL+SHIFT+L to cycle through leak spots or just find the place where the red line goes outside of the map.

Link to comment
Share on other sites

JK2Radiant did this, and I don't know if GTK also does becasue I haven't leaked a map yet in GTK. But if there is a leak and you compile, then when the compile finishes there will be a red line that shows up on the 2d and 3d camera views. The line always starts at a light entitiy and goes through the map until it hits the leak spot, and then it goes out the leak. So you can use the camera, find the start of the line, and then follow it until you find where the leak is. Remember to turn off detail brushes and curves when you do this, it'll make things easier.

Link to comment
Share on other sites

I forgot to warn you (in case you don't know) that entities and detail brushes are not good to seal a map from the outside.

 

To take a picture: press Print Screen and then start a picture editing program like Paint and Paste the picture into it if it were copied. Save it as JPG and upload it somewhere. The you can post a link here to the uploaded picture.

Link to comment
Share on other sites

Is there any? :)

 

Some say the ambient lighting. Some say that's not good.

 

An other idea is to use fewer light entities and give them a bigger scale insted of bigger light value.

 

Of course you have to make lightsources in your map, because the light which is coming from nowhere is not too realistic.

 

If we are at light sources: you can use light emitting shaders (textures) instead of light entities.

Link to comment
Share on other sites

  • 2 weeks later...

Did it again but this time its cause i made a huge map and decided to split some rooms up so it was a telaport level (easyer on the FPS) but what I think did it was the fact that while i was moveing them rooms around i left a light out on the out side of my map and its like what Leslie Judge seaid, it dont know how to light up space so it skips it and just lights up the whole map. hence get rid of that damn light of put it in something to light up :rolleyes:

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...