Re: lighting problems
Posted by Dr Brasso on
Fri Dec 19th 2003 at 6:02pm
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try recessing it into the actual ceiling....if you wish to use texture lighting only in this instanc....
my 2 cents....
Doc Brass... :dodgy:
Re: lighting problems
Posted by fishy on
Fri Dec 19th 2003 at 6:02pm
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it looks like a classic case of face splitting. turn the light fitting into a func_wall, and that should stop it from happening.
Re: lighting problems
Posted by Dr Brasso on
Fri Dec 19th 2003 at 6:05pm
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thatd work as well, prolly up yer r's a bit tho....
Doc B... :dodgy:
Re: lighting problems
Posted by Tracer Bullet on
Fri Dec 19th 2003 at 7:22pm
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Why would it up your r's to stop face splitting?
another option is to place your lights one unit away from the ceiling.
Re: lighting problems
Posted by Dr Brasso on
Fri Dec 19th 2003 at 9:34pm
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i understand what happens....agreed about the face splitting.... and, youd know better than me.....just seems that about every time i use a func_wall to aleviate similar problems, they tend to up the r's a bit....i didnt say itd send em thru the roof, maybe its the quantity of func_walls then that are used....thats why i either recess them, or put them in as func_illusionary....also keeps ya from getting hooked up on em, especially along the walls.....or it could be that i just dont map worth a f**k either.... :wink:
Doc Brass... :dodgy:
Re: lighting problems
Posted by fishy on
Sat Dec 20th 2003 at 10:07am
Posted
2003-12-20 10:07am
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Doc's right about the general increase in r's when you use func_walls, as they're 'visible' from everywhere in the map. i suppose my advice was a knee-jerk reaction when i seen face-splitting. /me bad
TB's solution of moving the brush down by 1 unit would be a better solution where the player can't see the space.
though the corridor does looks plain enough to accomodate some of Doc's recessed wall/ceiling lights [and maybe more], without any danger of the r's getting out of hand.
Re: lighting problems
Posted by ReNo on
Sat Dec 20th 2003 at 2:16pm
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Whether you use func_walls or func_illusionaries makes no difference in how they are rendered - func_illusionaries are just non-solid func_walls - so the r_speeds won't change dependant on which you use.
Re: lighting problems
Posted by Vash on
Sat Dec 20th 2003 at 3:16pm
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Failsafe was telling me something about Bounce lighting.
Re: lighting problems
Posted by Dr Brasso on
Sat Dec 20th 2003 at 5:00pm
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ok first...lets be clear.....i am NOT trying to be argumentative here....im just going from my own personal experience...this came up a while back, and i just happened to have a map with a few func_walls in it that i used as an example of what NOT to do (anyone remember that??) ie, too many func walls up the r's...actually it was an example of misuse of them...granted there were alot of them, but the general premise was exactly that....what NOT to do....hense:
? posted by <a href=""http://www.snarkpit.com/users.php?name=Dr Brasso"">Dr Brasso</a>
they tend to up the r's a bit....i didnt say itd send em thru the roof, maybe its the quantity of func_walls then that are used
so...
i threw up some screens where the r's had jumped by 200, and left it as an example.....
anyway, thats just my two cents....i concede to the "elder statesmen" of the site....and yes....TB's solution of the 1 unit down is prolly the best.....wtf do i know anyway.... :heee:
Doc Brass... :dodgy:
Re: lighting problems
Posted by Hornpipe2 on
Sat Dec 20th 2003 at 7:25pm
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I've never adjusted the bounce value, though I guess the higher the number, the more prevalent and softer the light is. My HLRAD compile settings are usually just -extra.
Re: lighting problems
Posted by Gorbachev on
Sat Dec 20th 2003 at 8:32pm
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Just slap the NULL texture on the sides of func_illusionaries and func_walls that you don't see. It removes the face splitting AND it won't render that underside texture which is sometimes does.
Re: lighting problems
Posted by fishy on
Sun Dec 21st 2003 at 3:46pm
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yes gorb, with a -full vis compile.
Re: lighting problems
Posted by Gorbachev on
Mon Dec 22nd 2003 at 12:20am
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Then your map must be built in a way that those areas are visible whether they're solid or entity.
Re: lighting problems
Posted by Campaignjunkie on
Mon Dec 22nd 2003 at 6:08pm
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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.
Re: lighting problems
Posted by Hornpipe2 on
Mon Dec 22nd 2003 at 9:47pm
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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.
Re: lighting problems
Posted by fishy on
Tue Dec 23rd 2003 at 5:10am
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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.