lighting problems
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Re: lighting problems
Posted by fishy on Sun Dec 21st at 3:46pm 2003


yes gorb, with a -full vis compile.





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Re: lighting problems
Posted by Gorbachev on Mon Dec 22nd at 12:20am 2003


Then your map must be built in a way that those areas are visible whether they're solid or entity. [addsig]



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Re: lighting problems
Posted by fishy on Mon Dec 22nd at 4:42pm 2003


nope



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Re: lighting problems
Posted by Campaignjunkie on Mon Dec 22nd at 6:08pm 2003


Yes. KFS is right. Func_walls cull from visibility unless you make them REALLY big. Then VIS doesn't really know what to do with them and just makes it visible from lots of places. [addsig]



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Re: lighting problems
Posted by Hornpipe2 on Mon Dec 22nd at 9:47pm 2003


Func_walls will cull but if you don't have a lot of visblocking in one area they tend to show up in others. I had a lot of windows on a building once that always showed while the walls did not. Just experiment, use full vis, keep entity sizes small, make sure to visblock and try using HINT brushes when all else fails.

[addsig]




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Re: lighting problems
Posted by fishy on Tue Dec 23rd at 5:10am 2003


sorry people, it was my mistake.

when i used gl_wireframe, and seen all of the func_walls that were in places far removed and visblocked, i didn't realise that they were all grouped. i have a [bad] habit of tying brushes to existing entities. i must remember not to spread my groups so far apart.

sorry again.






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