clu Posted February 2, 2003 Share Posted February 2, 2003 This level I am working on just has the ceiling textured with the "artus light" skybox shader (no other lights) and it is just washing out the whole scene (the ground is actually a tan color but is getting whitened out by the extreme lighting problem) http://www.jakekeating.com/thesis/screenshots/review/brightlight.jpg Right now the whole scene is enclosed with a big caulked structural box. I know this is bad practice, but it is just temporary while I am developing so that I can preview the map in-game. Anyway there don't appear to be any leaks but maybe I'm looking in the wrong place (or it's something else). I've also tried altering the parameters in the "artus_light" shader (in "skies.shader") with no effect. Anyone see this before? -clu Link to comment Share on other sites More sharing options...
Shadriss Posted February 3, 2003 Share Posted February 3, 2003 Looks like FullBright - generally this shows up when your map couldnt complete the Lighting portion of the compile, generally because of an error of come kind during the VIS process, usually a leak. Go though your junk.txt and find the error and fix it - that should (after another compile with the error fixed) alliviate the problem. Link to comment Share on other sites More sharing options...
clu Posted February 3, 2003 Author Share Posted February 3, 2003 Thanks. I actually couldn't find anything suspicious in the junk.txt file. It looks like everything compiled normally. Here's the junk file in case you can see something I may be missing: http://www.jakekeating.com/pub/junk.txt -clu Link to comment Share on other sites More sharing options...
wedge2211 Posted February 3, 2003 Share Posted February 3, 2003 visdatasize:200 0...1...2...3...4...5...6...7...8...9... (0) 3 average number of passages per leaf 0 MB required passage memory 0...1...2...3...4...5...6...7...8...9... (0) 0...1...2...3...4...5...6...7...8...9... (0) Um.... I think those numbers in parentheses show the time taken for calculating parts of the VIS process, and so those 0's mean your VIS is running instantaneously... I'm not quite sure what the problem is exactly, but it does seem to be a VIS issue. Link to comment Share on other sites More sharing options...
clu Posted February 4, 2003 Author Share Posted February 4, 2003 Thanks. OK... Vis has to do with visibility, correct? Could this be a leak even though none is mentioned in the file? I keep hearing about "pointfiles" but I'm a bit unfamiliar with them. I tried selecting it from the menu and nothing happened. Is it possible the map is too big? It's basically just a huge wide open space at this stage with one light emitting shader as a light source. Anyway, I'm obviously a bit stumped. Thanks for the info, I'll keep messing around. If anyone has any other clues feel free to post. -clu Link to comment Share on other sites More sharing options...
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