Uneven lighting issues
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.
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.
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.
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
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