Properly Lit Map?

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ShawnStovall
12 Posts
Posted Mar 01, 2008
I am having some problems with properly lighting my maps for evenly lit environments. Here is an example of what I mean:(see attachment)

Any tutorials or advice would be greatly appreciated, thanks.

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NocturnalGhost
200 Posts
Posted Mar 01, 2008
Replied 1 hour later
I could be wrong, but it looks like you may have a leak in your map. Check your compile log. Leaks can prevent rad from calculating bounced light, so the map ends up looking like your screenshot.
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ShawnStovall
12 Posts
Posted Mar 01, 2008
Replied 34 minutes later
Ahh! Thank you, I think I found the leak! Now to fix it...
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Duffers
474 Posts
Posted Mar 01, 2008
Replied 49 minutes later

ShawnStovall wrote:
Ahh! Thank you, I think I found the leak! Now to fix it...

Instead of looking for it by co-ordinates open up the .lin (I believe that's what it is, it will show you visually where the leak is via a red line.

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ShawnStovall
12 Posts
Posted Mar 01, 2008
Replied 33 minutes later
I had an idea to what is was before so I knew right were it was at, thanks though! That should help in the future. Now, I have strip on top of a moving wall that moves down when a button is pressed. This strip has a floor texture applied to it, but when the wall moves the texture is completely black. How do I get a light to light the strip after it comes down and is even with the rest of the floor? Do I have to use a light_dynamic or is there another technique I can use? Thanks for all the help.

I fixed the leak, btw.

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Duffers
474 Posts
Posted Mar 01, 2008
Replied 8 minutes later

ShawnStovall wrote:
I had an idea to what is was before so I knew right were it was at, thanks though! That should help in the future. Now, I have strip on top of a moving wall that moves down when a button is pressed. This strip has a floor texture applied to it, but when the wall moves the texture is completely black. How do I get a light to light the strip after it comes down and is even with the rest of the floor? Do I have to use a light_dynamic or is there another technique I can use? Thanks for all the help.

I fixed the leak, btw.

Hmm... I had a similar problem with Rainbow Palace and the turret cages. What I did was have the func_door I was using start in the open position, and then had it close on map spawn. This should fix the problem.

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ShawnStovall
12 Posts
Posted Mar 01, 2008
Replied 33 minutes later
Thanks, this is my first real map so I'm spending more time fixing then actually building! Thanks for all the help guys!
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ShawnStovall
12 Posts
Posted Mar 01, 2008
Replied 21 minutes later
That didn't work... but I think if I start the door moved down to the position it would be in if opened and then make another door and make my real door the child to the new, invisible, door and have the invisible door open(moving upward)hence making my real door move upward at the beginning of the level. Trying it now, will post back.
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ShawnStovall
12 Posts
Posted Mar 01, 2008
Replied 29 minutes later
That just made the wall side completely black... looks like the only option left is light_dynamic.
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ShawnStovall
12 Posts
Posted Mar 01, 2008
Replied 42 minutes later
That didn't work either, I'm just going to make the texture on the strip black and move the room back some.