Re: Lighting on textures doesn't fade gracefully..
Posted by fishy on Sat Nov 4th at 11:30am 2006
the top picture is almost black for me, although the bottom-right corner of it seems to have a little bit of light that evenly fades out to black.

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Re: Lighting on textures doesn't fade gracefully..
Posted by Orpheus on Sat Nov 4th at 1:29pm 2006
I can see both.. IMO you're a bit premature in your concern. The room/area consists of vacant wall textures. /methinks that once the compiler tools have a bit of useful detail to work with that the light issue will play itself out.
/opinion

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Re: Lighting on textures doesn't fade gracefully..
Posted by Dark_Kilauea on Sat Nov 4th at 7:30pm 2006
Yes, this is an artifact caused by not enough light on certain textures. You can reduce the effect somewhat by decreasing the light scale. Another technique is to use so called "black lights." Make several lights of low intensity that have a color value of 0,0,0. Cubemaps do not help though.
Usually, this artifact is not a problem due to the final texture being diverse enough that the effect is never noticeable.

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Re: Lighting on textures doesn't fade gracefully..
Posted by reaper47 on Sun Nov 5th at 1:19pm 2006
These effects are almost impossible to avoid. You'll find some dark, ugly spots in professional maps as well. It's RAD not calculating light bounces correctly (every wall reflects a tiny amount of lighting and bounces it around to make shadow areas not so pitch-black [Doom3]).
Adding more or brighter lights might work, but it will also kill the nice contrast between dark and shady spots.
A VRAD compile with "-final" (which takes about 3 times as long) also adds a bit of quality. But the artifacts won't be gone completely.
If you work on your brush-architecture and texturing no-one will blame you for this, probably even won't notice it at all. Be happy with it.
PS: Dark_Kilauea: Black lights? Never heared of that! Interesting! Do they make the room darker?

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Re: Lighting on textures doesn't fade gracefully..
Posted by midkay on Sun Nov 5th at 8:17pm 2006
Just curious - have you got a leak in your map?
I used to have this on one of my maps in a dark room - it was terrible. There was this red and blue weird blotchiness on the walls. I realized I had a leak, fixed it, recompiled and the entire map was much more evenly-lit (vrad calculating radiosity) and as a result of radiosity, the blotches were gone.

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Re: Lighting on textures doesn't fade gracefully..
Posted by Orpheus on Sun Nov 5th at 8:24pm 2006
*whispers*
Wouldn't it be fullbright and hence no shadows at all?

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Re: Lighting on textures doesn't fade gracefully..
Posted by midkay on Sun Nov 5th at 8:37pm 2006
*whispers back*
Not at all. Vrad still runs when you have a leak, just "not as well" (doesn't do the whole radiosity bit that takes all of about 2 seconds).

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Re: Lighting on textures doesn't fade gracefully..
Posted by Orpheus on Sun Nov 5th at 8:54pm 2006
*Whispers, inhales spittle and coughs uncontrollably*
*glares at midkay for causing scene*
I wouldn't know really. I don't create leaks. Have not actually had one since my second or third release.

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Re: Lighting on textures doesn't fade gracefully..
Posted by midkay on Sun Nov 5th at 10:10pm 2006
*whispers back at Orph*
Ah, fine excuse, fine excuse indeed.

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