direction dependant texture lights ??? - 2.5.10


(RasputiN) #1

http://ond.vein.hu/~rasputin/images/q3/minurg/litewnd1.jpg
http://ond.vein.hu/~rasputin/images/q3/minurg/litewnd2.jpg

These texture lights have the exact same surfacelight value ( 3k on one picture 5k on the other ), but emit different amount of light depending on orientation. It happens both with patches and structural brushes. Any idea on what could cause this?

These could be relevant: 0.25 lightmapscale in worldspawn, minlite / mingridlight / minvertexlight = 15 / 30 /15, the shader is a vanilla light shader.


(ydnar) #2

Oi, that’s an odd one.

If you can reproduce it in a small test map, I’ll take a look at it.

Can you post your shader as well?

Incidentally, why do you have such high minlight values? From the screenshots, it appears as if your sky isn’t emitting any light. Is this the reason?

y


(RasputiN) #3

http://ond.vein.hu/~rasputin/images/q3/minurg/litewnd.zip

The map source and the surface/portal files are both in the map directory inside the pk3. I’m also including the q3map2 compile log and the shader. I half expected the bug not to show up on such a simple map, but it did.

The reason for the minlight is me being lazy. I always start a map with a 50 minlight and decrease it in the last phase of development, as tex/ent/sky lights get added and tweaked. The sky does indeed emit light, but it isn’t really bright enough to light the map with -fast ( not mentioning indoor parts ).

Thanks for looking into this!


(ydnar) #4

See the other recent thread in this forum regarding q3map_skyLight. It allows skies to uniformly illuminate a scene without having to resort to high ambient/minlight.

y


(ydnar) #5

Fixed. The light culling epsilon was a little too large. I tightened it up a bit, making the cull more conservative. This should affect maybe 1% of the lights in 1% of people’s maps.

Thanks for the demo map.

You can download the development build here with the fix.

Cheers,
y


(RasputiN) #6

Wow, thanks for such speedy assistance! :notworthy:
I’ll go check the skylight stuff right away.


(rgoer) #7

So what were the circumstances that caught him in that 1% chance? What was it about his lights that was triggering this behavior? Thanks for all your hard work, ydnar… keep on keepin on…


(ydnar) #8

No idea. It might have been affecting other people’s maps as well. Anyway, it was a simple fix, and shouldn’t drastically change anyone else’s maps they’re currently working on.

y

PS rgoer, your icon rocks