lighting issue Created 10 years ago2014-02-12 21:02:42 UTC by Tsaras Tsaras

Created 10 years ago2014-02-12 21:02:42 UTC by Tsaras Tsaras

Posted 10 years ago2014-02-12 21:03:15 UTC Post #317923
I'm having a problem where some surfaces seem to be emitting/bouncing light where I don't want them too. This texture behaves like a texlight even though nowhere do I have listed it in texlights.

http://postimg.org/image/ithwu914l/

I'm thinking it's the light bouncing off the texture, but I don't know what to do to prevent it except from removing the bounces.
Posted 10 years ago2014-02-13 11:11:44 UTC Post #317933
Could that texture be listed in lights.rad by any chance ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-14 00:43:01 UTC Post #317940
lights.rad is empty
info_texlights entity only has 1 entry for a different texture.
Posted 10 years ago2014-02-14 02:27:43 UTC Post #317941
are those entities?
If they are, do they have any special render effects on them?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-02-14 05:04:44 UTC Post #317944
I tried both entity and non-entity and the result was the same.

I have found that the light_environment is actually causing this, as I changed the angle the lights spread in other places and disappeared in others.

Issue remains, why does this patch of light concentrate above the face with the specific texture while the rest of the wall is darker?
Posted 10 years ago2014-02-14 18:22:47 UTC Post #317950
What an odd one.
May I ask what compile tools you're using?
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-14 20:20:42 UTC Post #317953
I am using vlucazn's tools in some earlier version.

hlcsg v3.4 VL25 (Oct 23 2011)
hlbsp v3.4 VL25 (Oct 23 2011)
hlvis v3.4 VL25 (Oct 23 2011)
hlrad v3.4 VL25 (Oct 23 2011)
Posted 10 years ago2014-02-14 20:53:46 UTC Post #317954
Posted 10 years ago2014-02-15 10:20:15 UTC Post #317963
or go back to zhlt
Posted 10 years ago2014-02-16 08:33:41 UTC Post #317972
I switched my tools with V33. Now while trying to give my wall some detail I made some quick VM which got me this beauty:

http://postimg.org/image/mbxdy17vj/
http://postimg.org/image/hscsoc5jb/
http://postimg.org/image/k1m69grcd/

Notice the random light spots on the wall. Those were not there before I made the trim on the wall.

Here's the geometry in hammer:

http://postimg.org/image/5zezk493b/full/
http://postimg.org/image/qgozy8e9p/full/

I really can't think of what could be causing this. The brushes cut into each other a little. The whole wall is standard world geometry, no entities.

If the screenshots aren't enough shall I post a problem map so someone can take a look?
Posted 10 years ago2014-02-16 09:48:33 UTC Post #317973
How are you applying light to the map?
Stojke StojkeUnreal
Posted 10 years ago2014-02-16 11:38:05 UTC Post #317975
There is a sole light_environment, no other lights yet.
Posted 10 years ago2014-02-16 11:43:13 UTC Post #317976
those spots are the light bouncing off those bright surfaces, cuz vluzacns peculiar real world physics assumptions might b wr0ng
Posted 10 years ago2014-02-16 17:22:23 UTC Post #317979
Brushes should never cut into each other, but I can't imagine such a minor infraction would be causing this. Nevertheless it can't hurt to fix.
I'm genuinely really surprised - I've never had anything except positive experiences with Vluzacn's tools.

Are your compile parameters configured oddly? Try a basic full compile:
User posted image
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-16 19:42:24 UTC Post #317982
My compile parameters are the default ones, I tried yours and nothing changed. I have new information about the case though.

It it certain that the specific geometry of the trim is responsible for the light spots. Once I flatten it out they disappear from the respective wall. I also tried making the inwards curve of the trim outwards and the spots changed shape but were still there.

The spots originate from the light_environment's direct brightness colour, as proven by this screenshot compiled with 0 bounces (brightness of light is bright green and shade colour is purple):

http://postimg.org/image/8uriwk9qv/

I also drew an arrow where I think is a bit weird to have full shaded wall and full bright face right next to each other.

In the next screenshot I show the blocks that actually create the shade between the light spots, they are func_walls with Opaque(blocks light) flags. If I remove this flag, the light spots become a rectangle of light just as abnormal.

http://postimg.org/image/uebi0xhgr/

So, it's established that they are created by the sky on top of the map, they're not bounced light from other faces and that the geometry of the trim on the wall is somehow causing this.

EDIT: This is what happens when I point the light vertically downwards (-90 pitch, it had a slight angle -100 before).

http://postimg.org/image/cyxs1o99l/

I'm starting to think the compiler thinks the faces under the trim are falling under the skylight while the upper part doesn't. They are exactly on the same plane in hammer.
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