Blocky lighting in TF2 Created 12 years ago2011-05-10 20:03:04 UTC by Soup Miner Soup Miner

Created 12 years ago2011-05-10 20:03:04 UTC by Soup Miner Soup Miner

Posted 12 years ago2011-05-10 20:04:10 UTC Post #294528
Can someone explain this?
User posted image
It looks like shit. Lowering the lightmap scale only makes it less pixelated, but not any smoother.
How do Source mappers get that nice smooth light from spotlights?
Posted 12 years ago2011-05-10 20:09:12 UTC Post #294529
Idk if vrad has some reflectivity or bouncing parameters, but you could try this.

Btw, does your compiler work fine? I mean, vrad.exe never halts?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-05-10 20:39:13 UTC Post #294532
It works fine as far as I know.

Edit: After looking at 2fort, I see a lot of spotlights that don't actually line up with the light prop. Most of them are also pointed away from the wall. I'm going to try that and see what happens.

Edit Edit: Didn't fix anything. God hates me.
Posted 12 years ago2011-05-10 20:45:24 UTC Post #294534
Looks like rad isn't performing a full compile. You got a leak or similar problem? Rad will still compile with errors, but often produces effects like this.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-10 20:54:11 UTC Post #294535
Posted 12 years ago2011-05-10 21:10:05 UTC Post #294536
What happens if you remove every other light? I've had problems with too many lights on the same face, but that couldn't possibly be the problem in this case.

Have you tried messing with the settings of the actual spotlights?
Madcow MadcowSpy zappin my udder
Posted 12 years ago2011-05-10 23:45:11 UTC Post #294540
Could this possibly be happening because the light source is too close to the wall?
Posted 12 years ago2011-05-11 02:25:51 UTC Post #294542
Post a pic of the setup in the 3D view, and select the spot so I can see what the cone helper and params looks like. Would you also mind posting a screen of what it looks like on a lower lightmap resolution?
Strider StriderTuned to a dead channel.
Posted 12 years ago2011-05-11 08:52:32 UTC Post #294545
Are those shadows coming from props? If yes, that might be the problem. You should add the "-staticproppolys" and "-staticproplighting" parameters to vrad.exe. It'll make the compiling time longer, but vrad.exe will now calculate the shadows from the actual polygons instead of the collision mesh and the props will be properly lit.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-05-11 11:58:08 UTC Post #294550
I would be with Huntey on this one if it weren't for your compile log, but it's definitely clear RAD isn't doing a full compile.. It might still be worth it to throw a cordon around the whole map and compiling to be absolutely sure it isn't a leak. You might also want to try opening both this map and a brand-new, empty map up at the same time and copying all the geometry and props over from the old to the new, in case there's some unseen bug hiding in the old .VMF.
Posted 12 years ago2011-05-11 12:01:00 UTC Post #294551
Also, just check that the material you're using for the wall is LightMappedGeneric, and not vertex lit.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-05-11 15:56:20 UTC Post #294552
Posted 12 years ago2011-05-11 17:13:27 UTC Post #294554
The lights definitely look too close to the wall [That should not create the blocky effect though], and maybe a little too close to the ceiling.
Difficult to say, move the light too far away from the wall you won't get the sameproper effect you're looking for.

Could this have anything at all to do with the texture being used?
Crollo CrolloTrollo
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