HLRAD weird lightmaps Created 4 years ago2019-10-19 23:01:35 UTC by Yu2673 Yu2673

Created 4 years ago2019-10-19 23:01:35 UTC by Yu2673 Yu2673

Posted 4 years ago2019-10-19 23:01:35 UTC Post #343227
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I have to get rid of this weird lightmaps. Can someone suggest any solution?
Posted 4 years ago2019-10-20 00:51:00 UTC Post #343228
Is it about the lighting gradients?
I notice that in the screenshot, the lightmap tries to pull off a gradient on the ceiling, but in 24-bit RGB, it's a little bit limited and you get unnatural colour "bands", noise in the colour, because there are only 256 levels of lightness available.

Try using some less-clean textures, they can help get rid of the colour bands.

This occurs when a lightmap tries to pull off a smooth gradient, but the pixel format while rendering doesn't actually provide enough colours to smoothen them well enough.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2019-10-20 17:59:18 UTC Post #343230
admer, look closer lol

Yu, are you using default compilers that come with hammer?
Posted 4 years ago2019-10-20 21:36:35 UTC Post #343236
Bruce, I use Vluzacn's ZHLT compilers with just "-extra" setting. And I never had any lightmap artefacts with them like this.
And a weird moment that there is a darken square on a wall that supposed to be white. One brush with simple texture.
Posted 4 years ago2019-10-20 21:42:48 UTC Post #343237
double check if you are really using vluzacn's tools, this seems really unusual. are those bugged areas "world"? or maybe you accidently made them func_detail or some other entity?

are your vhlt 3.4? perhaps youre using JACK and the tools that came with it? i might be wrong but i think they are modified, if so, try using original 3.4 vhlt

also it seems like youre using direct3d mode, or is it opengl?

and give us your compile log
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