Texture lighting transitions with cubemaps

Texture lighting transitions with cubemaps

Re: Texture lighting transitions with cubemaps Posted by Pimpf on Fri Dec 10th 2004 at 4:07pm
Pimpf
15 posts
Posted 2004-12-10 4:07pm
Pimpf
member
15 posts 22 snarkmarks Registered: Dec 8th 2004 Location: germany
First of all: Sorry, I?m using probably the wrong terms for lightning reflexions and stuff..

This is my problem: The floor in my (first) Map is composed by multible solits but all these solits have the same texture on it (hey, its one floor). After placing the cubemaps (perhaps somebody could tell me in which interval to build them in, whats a good distance, besides) in each room, compiling and "buildcubemaps" there floor reflects great BUT the transitions from one texture to the next looks sloppy. You can see where the transition is because the reflection breaks and another starts.

Look here to see what I mean: User posted image

What you see here is the transition from a floor-solid in a dark area to the floor-solid of the room next door. You can see where the new texture begins...

If i would set the (now) dark solid as the floor in the hole corridor, the same effect would occur at the door...

The question(s): Does anybody know how to reduce or abolish the effect? Does it have something to do with the cubemap-setting and can it be fixed by optimizing the setting?

Please help me, Obiwan! You are my last hope.
Re: Texture lighting transitions with cubemaps Posted by Rof on Fri Dec 10th 2004 at 5:50pm
Rof
210 posts
Posted 2004-12-10 5:50pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
You might want to
look
here
where Jeff Lane commented on a similar problem someone was
having.

Essentially, you can force certain brush faces to use a particular
cubemap, so you don't see a seam between faces that use different
cubemaps.
Re: Texture lighting transitions with cubemaps Posted by Pimpf on Fri Dec 10th 2004 at 6:28pm
Pimpf
15 posts
Posted 2004-12-10 6:28pm
Pimpf
member
15 posts 22 snarkmarks Registered: Dec 8th 2004 Location: germany
Yeah, I tried this also but, if you do so, bigger faces-reflektion especially those with more than one light-source look, as if they are not properly enlighted. I still hope someone has another advice, but thanks so far!