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'Invisible' leak?

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Fusion 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.

Currently working on Darksiders 3.

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]

Farragar 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?

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.

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.

Image

"Duct Tape is the answer."

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.

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