In my map its weird displacements and shadows are weird... I will let the pictures explain,
In this Picture there's 2 displacements the one on the right has a shadow, the left one gets cut off form the shadow.
[URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert_v1-30002.jpg[/URL]
Now in this picture There's 1 displacement (Grass), The Dirt is a non-displacement. This this time vrad decided to make a shadow on the displacement and the Non-Displacement, and know this that the grass in this picture is the same grass on the left in the 1st picture.
[URL]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/desert_v1-30003.jpg[/URL]
The lightmap scale is exactly the same; 16.
any ideas?
Why did you make another thread?
Are you compiling with fast vrad.
I apologize for the new thread but it really seem like every one was helping new threads, and any way I this this is a new problem. I fixed the last but now its come back in a new form.
Nope every thing is still on normal, and i made a test map to show you that it has to do with some thing in my map..
In this picture it has 2 displacements on the ground and the shadow go on both fine..
[URL="http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/shadow0000.jpg"]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/shadow0000.jpg[/URL]
Well like I said in the other thread. I have no clue.
Do the displacements intersect?
Yeah, still sorry for the thread again, but it doesn't seem like any one else is helping me other then you. Is there any one you know that's any good with lighting? Because this is shadow thing driving me nuts.
Also thanks for all your help.
[editline]02:53PM[/editline]
What do you mean intersect? If you mean over lap then no, and they are perfectly lined. So I dont know why vrad would stop rendering the shadow at that line.
It's because the lightmap scale is too large for VRAD to register a shadow on that displacement.
That picture shows 2 different grounds but they are all the same light map scale. So its nots that, it has to be some other thing,
Make sure the undersides of the displacements aren't also displacements.
No, I'm pretty sure I was right.
Look at it in the lightmap grid view and you will see that the wall lies on the seam between the 2 luxels and that one luxel is on the lit side and one luxel is on the shadow side.
You can either persevere, lower the lightmap scale or move the wall so that it doesn't sit where it currently sits in relation to the lightmap grid.
[URL="http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/Untitled.jpg"]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/Untitled.jpg[/URL]
It doesn't look like any thing is wrong other then the aliening, but I dont think that matters does it? The wall and both grounds are 16.
They have to align.
[QUOTE=Firegod522;22719282]They have to align.[/QUOTE]
They don't have to, but it will help here.
Nope I still get the same thing, and its aligned.
[URL="http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/Untitled-1.jpg"]http://i247.photobucket.com/albums/gg149/phoenix-77/Lighting%20Problem/Untitled-1.jpg[/URL]
If you notice the one side is darker then the other, then it not the picture. It does that for me to on hammer also. It's every hard to see but one side is darker, unless I am going insane trying to figure this out... which is possible...
I thought displacement lightmap scales were hardcoded? You'd basically have to maker a smaller, higher resolution displacement.
what do you mean? I dont under stand..
There's something special about the lightmap scales on displacements. You can't count on the lightmap preview. I think either it's hard coded on a per quad basis, or you have to change it before making the surface into a displacement. And I've never gotten the latter to work.
[QUOTE=BmB;22721014]There's something special about the lightmap scales on displacements. You can't count on the lightmap preview. I think either it's hard coded on a per quad basis, or you have to change it before making the surface into a displacement. And I've never gotten the latter to work.[/QUOTE]
To be honest, I thought it took your input value and rounds that to the closest compatible displacement lightmap scale.
I had same problem, select all of those displacements and try changing lightmap till you get on lowest one. I had problem with mountains, one displacement could have lightmaps only from 21 to higher and other one could have only 23 to higher, so I changed both to 23 and it was fine.
If you put too small lightmap it's going to disappear (The lightmap number) so keep typing-in a bit higher value till you see it.
Moving the wall 16 units towards the shadow side will hide this problem if that's an option for you.
[QUOTE=BmB;22720727]I thought displacement lightmap scales were hardcoded? You'd basically have to maker a smaller, higher resolution displacement.[/QUOTE]
Yup check what the lightmap scale of each displacement is. If they are not the same, lighting will be diffrent on them.
[img]http://www.horizonscape.com/shmitz/maps/tf2/tutorials/lightmap_scale00.jpg[/img]
If you make large dispplacements, the lightmap scale automaticly increases and you can't lower them than a certain point.
Netheous, I also have this problem, but its not the problem that i am trying to fix right now. These 2 ground displacements are completely flat and only have then blend change, and DrumDevil, every thing you see in that picture has lightmap scale of 16. HiddenMyst[B], yes i was thinking about that but i also have this very same problem other places in my map. It would get annoying if i had to do that with every displacement..
Thanks guys, for all the help! keep it coming, if you think of ANY thing that even mite have the slightest chance to fix this, I would appreciated.
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