Ns_shiva Shot And Lighting Problem

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited June 2003 in Mapping Forum
<div class="IPBDescription">need some assistance</div> Here's a shot of the hall that I'm working on. This is a transitionary hall between the clean upper areas that will be mostly blue lit and the bowls of the station that will be dirty and yellow lit. I'm hoping for this to establish some architectural themes for the rest of the map. Criticism please.
<img src='http://www.andrew.cmu.edu/user/rmoulton/hall.jpg' border='0' alt='user posted image'>

Here's the thing I'm having problems with. Has anyone had this happen before? I've tried to force it to break the polygons where the support is by making it out of two brushes, but it seems to ignore that and break it here instead, causing this wierd lighting pattern. I could try making it out of two separate entities entirely, but I'd much rather find a solution that doesn't involve more entities.
<img src='http://www.andrew.cmu.edu/user/rmoulton/lightingproblem.jpg' border='0' alt='user posted image'>

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    Using "hint" brushes enforce surfaces/leafes to split up.
    gl_wireframe 2 shows all the surface borders.
    along that borders lightning can look bad/too sharp.
    Now hint brushes increase the leaf count (rarely decrease it), make vis and rad take longer and increase r_speed (or decreases when used around "L"-corners to block "looking around corners").
    you can try to split the surface in a different way with hint brushes or just (re)move lights of different colors.
    look at the right inner corner of the back pipe. same problem just with less contrast.

    An original idea is turning a bug into your advantage. make the pipe look broken.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    1) Please post pictures at a lower resolotion

    2) If you use the same hallway style all over your map it's going to get server lagged. All the rendermode solid meshes along the sides will use up most of the available entiites.

    3) If the pipe actually touched the supporting wall you wouldn't have that problem and the engine wouldn't try to render the faces on top of the wall (which no-ones going to see in that tiny gap anyway).

    4) But wait! The pipe is an entity you say? func_seethrough i'm guessing, see what I said about entities in hallways in point 2. Try making the sides of the pipe go straight up, so it's only "curved" on the bottom were the players will see, then move it up to touch the ceiling. This will reduce your entity count, make it hidden to the commander and if used with point 3 fix your lighting problems.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited June 2003
    Sorry about the pic size. That is fixed now. All of those meshes on the sides of the hallway are actually the same entity. I've checked to make sure it doesnt show up from places it shouldn't and it seems to be working fine. I'm actually not too worried about my entity count since I don't really like doors and particle systems have been asstastic for me to try to make. I'm just going to be taking elements from this and putting them elsewhere. Those grates are just there to make the hallway alien marine neutral since its so long.

    I'll see how the pipe looks with half of it sticking out of the ceiling and try to learn hint brushes.

    Thanks for the help.

    Do you guys think the colored lighting is too intense? or should I keep it the way it is.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Personally I like the earth & sky color scheme. But maybe we have to see the whole level before we can decide whether it is too much. Looks good so far!
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