Frustrating Lighting Woes

TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
edited December 2010 in Mapping
<div class="IPBDescription">Lights going through walls at the seams</div>So I had lights showing from the outside of some of my structures to the inside where it shouldn't show at all.

At first I thought I was doing something wrong, so I made a new level and threw some basic geometry down. A cube, a 16 sided cylinder and a beveled cube (all with inward facing walls). I put a red light in each of them, and a blue light on the outside of each of them.

When I look from the inside of each shape, The blue comes through at the edges.

"Okay, maybe there needs to be an outside wall" I thought. So I copied everything I had and copied all the shapes, scaled them up just a bit, and flipped all the faces, now i have inward facing walls and outward facing walls. I still get blue coming through at the edges.

In both cases, the 16 sided cylinder vertical edges did not show light through, only the ceiling and floor edges did.

This leads me to believe that light will show through any corner on your map that isn't obtuse enough.

Known bug? Easy to fix? Do I have to rebuild all my geometry so I don't have anything close to a right angle? Cuz that would suck.

Comments

  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    I dunno if this works, but maybe the vertexes of that cylinder must be welded to the ground-face to stop lighting? I haven't tested this myself so I could be wrong, but it's worth a try I think.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Noticed it in Tram, The rought shadow edges are bleeding through at the borders.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Heh, have the same thing in ns2_sample where the light from the outside is seeping trough some edges into the room.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1814775:date=Dec 11 2010, 12:39 AM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Dec 11 2010, 12:39 AM) <a href="index.php?act=findpost&pid=1814775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dunno if this works, but maybe the vertexes of that cylinder must be welded to the ground-face to stop lighting? I haven't tested this myself so I could be wrong, but it's worth a try I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
    i dont think that is the case. all my vertices and edges are welded together yet i still get the same problem. only solution ive found is to move the light or change the radius
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1814775:date=Dec 10 2010, 09:39 AM:name=Kabelen)--><div class='quotetop'>QUOTE (Kabelen @ Dec 10 2010, 09:39 AM) <a href="index.php?act=findpost&pid=1814775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dunno if this works, but maybe the vertexes of that cylinder must be welded to the ground-face to stop lighting? I haven't tested this myself so I could be wrong, but it's worth a try I think.<!--QuoteEnd--></div><!--QuoteEEnd-->

    those were prewelded. the whole shape was made from extruding a face. no more optimal and airtight method available.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    glad its not just me, it was frustrating, but at least now i know it will be fixed somewhere down the line.
  • thraxjorthraxjor Join Date: 2008-08-23 Member: 64879Members, Constellation
    Yeah a a leak detection feature would be very helpful in the editor. although I've found a very neat workaround to find orphaned faces, you just double click on the surface and add them to a group. once they have been added to the group, hide them, repeat for the entire level. once everything is hidden, press shift-a to select everything not visible, than what ever is picked up delete it, could help with performance later down the track I think.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I suggest double checking after each action for deleting faces just floating out there, may have just been a bug but a few i have that won't go into a group have adverse effects on some of the geometry in that area. Strange but non the less it has and can happen so double check when you do this.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1815657:date=Dec 13 2010, 04:35 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Dec 13 2010, 04:35 PM) <a href="index.php?act=findpost&pid=1815657"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I suggest double checking after each action for deleting faces just floating out there, may have just been a bug but a few i have that won't go into a group have adverse effects on some of the geometry in that area. Strange but non the less it has and can happen so double check when you do this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i ran into this as well when i hid marine start, there was some left over edges and vertices that were still there and wouldn't go into a layer, so i tested it to make absolutely sure that deleting them wouldn't mess anything up, turns out they really were extra (don't know how they got there).

    however, this still didn't fix the lighting slipping through geometry at the edges.
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