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weird lightning thing

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toaster wrote:
What is a full compile? I usualy click the run map button and I compile with everything set to normal.

A full compile is done like Robdon said.

A normal compile just calculates the lights.
A full compile does:
* LDR AND HDR lighting.
* Increases the quality of light_environment and indirect lighting by spending more time firing rays.
* Generate per-vertex prop_static lighting; always enabled for light_spot entities. Disables info_lighting entities on props WITHOUT normal maps.
* Perform shadow tests of prop_statics at polygon precision. Default is to use collision meshes.

So it's a lot more calculations, and it often takes a lot longer but your map will look a lot better lit!

I did a full compile. You're right. The lightning issues are fixed and the map looks better.

toaster

toaster wrote:
I did a full compile. You're right. The lightning issues are fixed and the map looks better.

toaster

I recommend doing fast or normal compiles when you're testing the map and full only for the final compile and/or the times you want to test lighting.

@toaster:

Apart from doing a full compile to test the final lighting, I'd suggest as Bayleaf to place 1-2 light entities right around that corner, AND to give it a name, then go to those prop_statics (squarebeams) properties menu > lighting origin > [that light entity name here], because even though you put more lighting in that corner, some props don't often receive enough lighting from environment and appear with a black look at some parts (like their bottom part as shown in your picture).

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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