Another Question On Lighting

AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
<div class="IPBDescription">There are these dark spots. (screenshot)</div> this is a screen shot of a room in my map. The texture is a working texture. I put in some light triangles using Texturelights. But there are dark lines running along side the light fixture. what should i do to fix it.

also give any pointers for lighting.

Comments

  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Try using overlays

    I wrote a short how-to in <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61436&view=findpost&p=906184' target='_blank'>this thread.</a>
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    asterisk: i am going to venture a guess that the ligths are made out of world brush and are touching the wall. this causes the brush the wall is made out of to be split in the compiler. this is why the lines you are seeing exist.
    to fix this problem you have three choices.
    1. split the faces yourself.
    2. use the clip tool and clip the light 1 unit from the wall
    3. make the light into a func_wall which will not split the face.

    this will get rid of the lines you are seeing, though it may not make the lighting look any better
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-confused!+Mar 11 2004, 10:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Mar 11 2004, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> asterisk: i am going to venture a guess that the ligths are made out of world brush and are touching the wall. this causes the brush the wall is made out of to be split in the compiler. this is why the lines you are seeing exist. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah... blending patches across coplanar faces is definitely an area where the lighting algorithm could improve. The main reason why this isn't done currently is situations where there should be a shadow on one face but not the other (like the floor of a T-shaped hallway that's being lit from a single direction).

    I'm going to experiment with using a 2D BSP to represent a collection of faces for lighting purposes once I get to a lighting rewrite (although at the rate I'm going with the new tools that could be 2005 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->). Doing that should eliminate the artifact you're seeing in the screenshot since the sampling would be added to a single object. Another less algorithmically complex way to solve the problem would be expanding edge patches to overlap the next surface over if it's coplanar, then trimming them to the proper dimensions after light collection.
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    Thanks for your help everyone.

    And Cagey. I didn't understand a word of that.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Asterisk+Mar 11 2004, 04:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asterisk @ Mar 11 2004, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And Cagey. I didn't understand a word of that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Someday I'll find someone (besides Mrs. Cagey) who knows what I'm talking about! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    I did.

    Apparently he said that if you put lights next to walls and they stick, it cuts the wall up, making it look like that.

    Cagey said that part needs some improvement because TBH it is teh sux0rz right now. And he's gonna write out a new light renderer that improves lighting a bit more. However, the tool may be complete by 2005 which is a very long way to go.

    But honestly, Cagey, I couldn't understand either. But nevermind. Knowing half is better than knowing nothing.
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