'Invisible' leak?
Quote from MrTwoVideoCards on April 14, 2008, 4:06 amFusion wrote:No, I think it means the number of light patches for doing the vrad radiosity simulation. Like if you had a light entity that would be one direct light, but if you had a 32x32 texture light with 16 units per luxel that would be 2x2=4 direct lights.Uh no.... The light patches yes, but Lightmap's, do not effect that scale at all, as that is in a different lump, he just must have too many lights.
Uh no.... The light patches yes, but Lightmap's, do not effect that scale at all, as that is in a different lump, he just must have too many lights.
Quote from Farragar on April 16, 2008, 1:36 pmProblem is now solved, thanks for everyone's contributions and expect a release in the next week or so!
And no, it was this issue.
[img]http://www.pcgamer.com/images/warhammer_cover--article_image.jpg[/img]
Problem is now solved, thanks for everyone's contributions and expect a release in the next week or so!
And no, it was this issue.
[img]http://www.pcgamer.com/images/warhammer_cover--article_image.jpg[/img]
Quote from taco on April 16, 2008, 1:45 pmFarragar wrote:Problem is now solved, thanks for everyone's contributions and expect a release in the next week or so!And the problem/solution was?
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And the problem/solution was?
Quote from Farragar on April 16, 2008, 6:00 pmWell the black textures were caused by a leak that wasn't showing up in the compile log because at the compile it was covered by a moving object, and for some reason I had lost the constant value in some my light entities, causing the shadows.
Well the black textures were caused by a leak that wasn't showing up in the compile log because at the compile it was covered by a moving object, and for some reason I had lost the constant value in some my light entities, causing the shadows.
Quote from Ricotez on April 17, 2008, 11:56 amHow can a leak be covered by a moving object? All moving objects are entities, and those can't cover leaks. And world brushes can cover leaks, but those can't move.
How can a leak be covered by a moving object? All moving objects are entities, and those can't cover leaks. And world brushes can cover leaks, but those can't move.
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"Duct Tape is the answer."
Quote from Farragar on April 18, 2008, 10:19 amI did some general clearing up of the brushes around the area of the object and that fixed it, I assumed it had been something of that ilk.
I did some general clearing up of the brushes around the area of the object and that fixed it, I assumed it had been something of that ilk.