Uneven lighting issues

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El Farmerino
393 Posts
Posted Apr 21, 2012
Trying to put the finishing touches to the lighting in my map but I have a couple of issues that I can't seem to fix. The first is this:
http://steamcommunity.com/profiles/76561198002380422/screenshot/595842621535437202?tab=public

If the player moves closer to the wall it looks fine, but step back and that one texture isn't being lit by the red light.

The second problem is this:
http://steamcommunity.com/profiles/76561198002380422/screenshot/595842621535438239/?tab=public
http://steamcommunity.com/profiles/76561198002380422/screenshot/595842621535435758/?tab=public

In the second case those aren't actually the brush edges, and changing brushes around doesn't seem to solve the problem. I've tried changing the lightmap scale for the affected brushes but all it did was move the effected areas about a bit. Anyone got any other ideas?

EDIT: Alright, solved problem 1 - was just an issue with the texture I was using.

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josepezdj
2,386 Posts
Posted Apr 21, 2012
Replied 1 hour later
Yeah, I guess you noticed that in problem 1 you were using vertex textures, right? try to always avoid them.

About problem 2 I think you've got insufficient lightning, that issue reminds me of one I had lately in my custom elevator shaft.

Why don't you place indeed an observation room right there in that white wall? (if that white tiles aren't so important for the puzzle). It would look awesome and the lighting will be great.

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El Farmerino
393 Posts
Posted Apr 21, 2012
Replied 12 minutes later
I actually have an observation room in the wall just above that, but thanks for the suggestion. At any rate I'd like to keep those tiles there.

I actually managed to get it looking a lot better just by turning down the brightness of the two main lights in the room. I probably could have fixed it just as well with extra lights, but I like having it a little dark around the slime and it makes for an effective contrast with the switchable lights I have under my cube button (see below pic):
http://steamcommunity.com/profiles/76561198002380422/screenshot/595842431617377520/?tab=public

Still, I might try and get a bit more colour down there somehow.

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Lpfreaky90
2,842 Posts
Posted Apr 21, 2012
Replied 1 minute later
Lightmaps shouldn't be the problem; they determine the sharpness of shadows. The lower the sharper the shadows but low lightmaps make compile extremely slow. I had a small map where I made the whole map lightmapsize 4, just cause I can, and it took about 40 minutes, where the same map took less then 5 minutes for the same compile with a lightmapscale of 16
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Lpfreaky90
2,842 Posts
Posted Apr 21, 2012
Replied 3 minutes later
Would it help to place an extra light here:
img
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El Farmerino
393 Posts
Posted Apr 21, 2012
Replied 16 minutes later
I've actually pretty much sorted it now - I toned the down ceiling lights and added some small blue lights around a little platform I have in the slime pit, which seems to have sorted it and given the whole room a bit more impact. Cheers for the tips, though!
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josepezdj
2,386 Posts
Posted Apr 21, 2012
Replied 24 minutes later
Hmmmm... now I see what could be happening here. I think those many different colour lights could interfiere with themselves. When RAD is calculating all the light faces in that room, I guess it goes crazy when it has to determine which of all those light colours and intensity would finally appear in your white tiles.

Also if you already have one obs_room there (with an env_proj_tex I guess), the env_proj_tex could be producing the "shadowed" lighting on the white tiles, due to the same fact: to many light colours to get through to project the shadows

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El Farmerino
393 Posts
Posted Apr 21, 2012
Replied 25 minutes later

josepezdj wrote:
Hmmmm... now I see what could be happening here. I think those many different colour lights could interfiere with themselves. When RAD is calculating all the light faces in that room, I guess it goes crazy when it has to determine which of all those light colours and intensity would finally appear in your white tiles.

Also if you already have one obs_room there (with an env_proj_tex I guess), the env_proj_tex could be producing the "shadowed" lighting on the white tiles, due to the same fact: to many light colours to get through to project the shadows

Ha, yeah, I do have a lot of colours going on... Still, it's looking pretty good now, so I'll leave it be:
http://steamcommunity.com/profiles/76561198002380422/screenshot/595842621538882973

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josepezdj
2,386 Posts
Posted Apr 21, 2012
Replied 31 minutes later
Yes, it looks better now... DON'T TOUCH ANYTHING! hehehe