An odd problem..


(cloudscapes) #1

Hi all,

http://www.freewebs.com/cloudscapes/stuff/odd1.jpg
http://www.freewebs.com/cloudscapes/stuff/odd2.jpg

First screenshot: I have a shader sun shining through the door and window. No problems here and all’s expected as it should.
Second screenshot: Same building, just one floor above. Camera angle hasen’t really changed except facing more downward. But the one and a half windows that are facing the same direction as the other door/window seemingly aren’t letting any light pass by! Only the skylight is illuminating the area near the windows that should be bright. Also, on the illuminated wall closent to the camera and that part of the floor, one would expect to see a shadow outlining the broken wall at the top of the screenshot, no? Instead we see a roughly lit superior floor that looks like it has a _lightmapscale of 20. But again that’s impossible since the boxes I have placed to debug cast faint shadows on the floor from the skylight.

I have grouped the walls that were facing a direction together. (3 groups, x, y and z) This to reduce light bleeding. I do this all the time and is not the problem. The groups have _lightmapscale sizes of 0.3, 0.4 and 0.5. I also have a skylight with the params 35 3. And during compile the -shade switch and one rad bounce. I’ve used these things in other maps/structures without any sort of problem. Any ideas on what could be causing this? :expressionless:

Thanks! :slight_smile:
-Etienne


(cloudscapes) #2

Nevermind. Simply increasing the size of the skybox fixed the problem. Why this had effect on it is still a mystery to me though. :banghead: Sorry for the spam. :smiley:


(wudan) #3

If I understand you right - a large planar surface that was func_group’ed to have a very fine _lightmapscale acted as though it didn’t, and making your skybox bigger fixed it?

I had the same problem, but was unaware of a fix for it.


(cloudscapes) #4

Something like that. My guess is that the top floor of my building was so close to the skybox that lighting wasn’t calculated correctly.