'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?
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.
"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.