Re: Bounce Light Woes
Posted by CLs on
Sun Jan 8th 2006 at 9:58pm
66 posts
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Mar 17th 2005
Occupation: Student
Location: Canada
I recently compiled my map after adding a rather large section to it,
and now during the RAD compile stage when calculating light bounces
they are all calculated at (-1,-1,-1) and it does this 100 times as
oppossed to around ten on the previous compiles.
Upon loading the map in game it's really dark and most of the walls are black. If you could give me any insight into the problem it would be grealty apprciatted.
CLs
Re: Bounce Light Woes
Posted by Dark|Killer on
Sun Jan 8th 2006 at 10:02pm
Posted
2006-01-08 10:02pm
758 posts
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Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
That never happaned to me, but how about posting your compile log ??
It should help us know the exact problem..i guess... :dorky:
.::Dark|Masta::. - One name. One legend.
Re: Bounce Light Woes
Posted by CLs on
Mon Jan 9th 2006 at 1:07am
66 posts
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Occupation: Student
Location: Canada
That can`t be it as I'am not compiling with HDR enabled...
_CLs_html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Bounce Light Woes
Posted by CLs on
Mon Jan 9th 2006 at 9:55pm
66 posts
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Occupation: Student
Location: Canada
<span style="color: white;">Thanks all for your help, but after a looong look through my map, compileing and recompiling, I located the source of the error.
It was either that the inner bright angle on one of my light_spots was set too high (Is there a limit that I don`t know of?) or I found another whose inner and outer angles were set the same (Is this not allow?)
CLs
</span>
CLs
Re: Bounce Light Woes
Posted by CLs on
Mon Jan 9th 2006 at 11:33pm
Posted
2006-01-09 11:33pm
66 posts
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Location: Canada
If my memory serves me correct they were set to the followings values:
-Inner Bright Angle = 55
-Inner Fading Angle =75
CLs<br style="color: white;"><br style="color: white;">
CLs
Re: Bounce Light Woes
Posted by DrGlass on
Wed Jan 11th 2006 at 4:27pm
DrGlass
member
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Occupation: 2D/3D digital artist
Location: USA
"WARNING: Cluster portals saw into cluster"
This (as I recall) has to do with crazy brush work. It could have been part of oyur problem. I doubt it was your spot light, you can set them any way you'd like and they should still work 55 and 75 are quite safe.
Use the "cordon" tool to compile small parts of your map at once, see if your lights work after that. Its best to try and narrow down the area that your problem is part of when your trying to find it.
You may also want to try and open your map, delete everything in it then make a small room with a light or two in it, save that under a diffrent name (SAVE AS...) and compile it. If it works fine then you know its a problem with some area of your map, if it still dosen't work you may want to try and copy/paste your whole map into a new hammer window and re-save it (it is strange but it has worked for me from time to time).
Re: Bounce Light Woes
Posted by Myrk- on
Wed Jan 11th 2006 at 5:56pm
Myrk-
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Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Why have you got 34 bounce gatherlights? Most people just use 8 or so maximum.
-[Better to be Honest than Kind]-
Re: Bounce Light Woes
Posted by CLs on
Wed Jan 11th 2006 at 9:40pm
66 posts
7 snarkmarks
Registered:
Mar 17th 2005
Occupation: Student
Location: Canada
Omega no I am not compiling with HDR enabled as to my knowleage its not propely implemented in HL2DM yet and the -1,-1,-1 values in the light ents just means that it is the same colour settings for HDR Lighting as it is for the normal lighting. (LDR)
DrGlass thanks for the suggestion but I have already solved the problem as stated in my previous post...but I will look around to see if I any brushwork the needs tweaking for optimization sake and maybe get rid of that Cluster portals error..but at present my map compiles and runs fine...
Myrk
I got those high # of bounces when I had the problem, but after I solved it its back down to a healthy ten... :smile:
CLs