Re: smoothing groups
Posted by motionblurrr on
Mon Dec 20th 2004 at 2:05am
44 posts
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Dec 7th 2004
I can't believe I'm posting about smoothing groups as they typically do what I expect... but not in Hammer...
Has anyone else gotten them to make any difference on the way brushes render in game? I've got a few large 12 cylinders brushes and have added each of their faces to a smoothing group, yet in-game they still have the very obvious edges on them. Shouldn't the smoothing groups smooth out the way light hits them so that you don't see a hard edge (or at least improve it)?
I created a test map with two identical cylinders, one with faces belonging to the same smoothing group, and one with faces belong to no smoothing groups... Yes, the level is lit, so it's not a fullbright problem... both cylinders look identical.
Anybody run into this? Anyone ever seen a difference between using them and not using them? Thanks in advance!
Re: smoothing groups
Posted by ReNo on
Mon Dec 20th 2004 at 2:20am
ReNo
member
5457 posts
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Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I've used them a couple of times in dm_echo and they seem to have made a difference, but it might just be other changes I made for the same compile that made it so. As you would guess, they appear to have smoothed out the lighting across the inside faces of an arched ceiling.
Re: smoothing groups
Posted by ReNo on
Mon Dec 20th 2004 at 2:58am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
It should be static, as I imagine all it is doing is smoothing out the values of the lightmaps of consecutive faces to get rid of harsh lighting transitions.