Hello,
I got this light result with some columns and it looks so bad
http://s7.postimg.org/wsb6nia2z/cs_gregorimaians0000.jpg
Does anyone know if there is any compiling parameter or something to improve it?
I'd appreciate it
Created 9 years ago2015-01-15 12:14:56 UTC by Kaner
'-bounce 3 -extra'
is a good starting point, but you can ramp that number up and down to achieve different results depending on the scene. A higher number will produce smoother lighting, but will take the definition out of your shadows which is not always desirable. anyway better not map your school u can get arrested ^^I don't think such a thing would be possible unless he lived in North Korea or something.
There's no func_detail in goldsourceYes there is Stu, it's available with the new VHLT tools
Firstly, make sure you're compiling with the best compile tools available. At the moment, it doesn't get any better than Vluzacn's tools. I expect simply switching to these tools will fix your problem.I'm using the latest vluzacn's tools, version 33.
Secondly, try tying the pillar to a func_detail. If that doesn't work - try a func_wall. This will prevent the cylinder from cutting into the floor during the compile which is potentially what's causing your hard edges.
Thirdly, I'd always recommend compiling your radiosity with a few bounces for more even, natural lighting. '-bounce 3 -extra' is a good starting point, but you can ramp that number up and down to achieve different results depending on the scene. A higher number will produce smoother lighting, but will take the definition out of your shadows which is not always desirable.
Lastly, make sure all the faces on the cylinder are mapped to 'World' in the texture application tool (shift+a). 'Face' will sometimes produce odd results if you don't use it deliberately.
If VHLT doesn't help then make the pillar with less edges or of larger diameter or scale down the texture, because lightmap grid size is 16 units for texture with scale of 1 so you want faces no smaller than 16 units to avoid smoothing bugsget arrested, why?
anyway better not map your school u can get arrested ^^
Offtopic: There has been a story that a guy got arrested for mapping his school in US i believe, charged with helping terrorism or something similar like that. This happened 4-5 years ago if i recall.[OFFTOPIC]
hlrad.exe -texdata 524288 -lightdata 524288 -ambient .001 .001 .001 -extra -bounce 16 -estimate -verbose %mapName%Just for my curosity, can you try duplicating your compile profile and simplifying your RAD settings to just bounce and extra? Also take bounce down to 3 and see if that improves anything.
It doesn't clip surrounding brushes, doesn't count towards the entity limit (func_wall does) and still casts shadows (func_wall doesn't).Now func_wall and func_illusionary cast shadows with vluzacn tools, I also use this cs_expert-tom793c_wcModels.fgd
But does func_detail still seal up world space to prevent leaks...?No entity will seal a level. Only world brushes will do that.
No entity will seal a level. Only world brushes will do that.And yet, someone said it doesn't count towards entity limit:
It doesn't clip surrounding brushes, doesn't count towards the entity limit (func_wall does) and still casts shadows (func_wall doesn't).And since it only exist with ZHLT or any tools built on that technology (VHLT), it doesn't exist as an entity in-game.
And yet, someone said it doesn't count towards entity limit:If I'm not mistaken, it's still an entity as far as BSP is concerned, it just doesn't count towards the entity limit. Only world brushes (brushes not bound to any entity at all) can seal the world, end of.
func_detail is not an entity, it just instructs compilers which faces not to contribute to visibility calculationwhich is what you said.
func_detail is not an entity
you said func_detail is an entityI mean, what can you say about this?
func_detail is treated like an entity in valve hammer/world craft but not by the goldsrc engine, so it does not count as model. It just a way to say the engine to don't cut the adjacent world solids.All articles on the VCD applies to Source.
https://developer.valvesoftware.com/wiki/Fu
nc_detail
func_wall is an entity and it also does not cut the world brushes because of its entity feature.