Ok, so here's my issue:
After compiling my map with vrad I have found a few lighting errors which I can't explain nor fix. Each involves light 'bleeding in' to shadows where they really shouldn't.
Examples:
[url]http://puu.sh/4iLNC.jpg[/url]
[url]http://puu.sh/4iKs2.jpg[/url]
[url]http://puu.sh/4iKrZ.jpg[/url]
The two buildings towards the left of the light triangle in the first shot are those whose interiors are shown in the second and third shots.
Help would be appreciated.
[QUOTE=ThreeDog;42074594]Ok, so here's my issue:
After compiling my map with vrad I have found a few lighting errors which I can't explain nor fix. Each involves light 'bleeding in' to shadows where they really shouldn't.
Examples:
[url]http://puu.sh/4iLNC.jpg[/url]
[url]http://puu.sh/4iKs2.jpg[/url]
[url]http://puu.sh/4iKrZ.jpg[/url]
The two buildings towards the left of the light triangle in the first shot are those whose interiors are shown in the second and third shots.
Help would be appreciated.[/QUOTE]
Are the objects (ie, walls) that SHOULD be casting the shadows func_detail or anything else besides world brushes? Also your lightmap scale is quite high
Everything that should cast shadows is worldbrush, if the lightmapscale is causing the problems (which I doubt) it can be fixed... but yeah I don't think that's the problem :\
Are you running VVIS at all? If not, you should try it.
[QUOTE=ThreeDog;42074929]Everything that should cast shadows is worldbrush, if the lightmapscale is causing the problems (which I doubt) it can be fixed... but yeah I don't think that's the problem :\[/QUOTE]
Could you post us your compile log? How close are you to any of the engine limits?
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