Light question about dark player models


(SteelRat) #1

I tested a map that I have been working on and all seems fine, then when we tested with more players I noticed that the player models have dark shadows in their faces.
This is outdoors, indoors there are no problems. The same problem is with flags for constructibles, they got some dark shadows on them.

I assume that this is related to the sky shader I am using but I am unsure to fix it.
I copied the fueldump shader and played around with it but I don’t know if this is where I am supposed to start.

Could it be that my gridsize is wrong or is the light value too low?

Does anyone know how I could solve this problem?
I don’t know where to start…

/SteelRat


(Davros) #2

what is your gridsize in worldspawn? also you could try _mingridlight in the worldspawn to bump up model lighting to a minimum value. radar had 48


(Loffy) #3

Hallo!
I’m not sure what to do with your problem. I can tell you about mine instead
:slight_smile:
I have a map with corridors, large open areas (lika a plaza) and more corridors. First I hardly saw the character (I used /cg_thirdperson 1). Ok, he was there, but he was dark.
I have played some custom maps, and some of them have this too. Sometimes I shoot an occational bullet at team-mates, because it is hard to see if it is a friend or not.
So, I just threw in a couple of LightJuniors, light/2500 or higher. Recompiled and problem solved. These lights do not light walls and stuff, just the dynamic models, it says. I guess that means models that move.
:slight_smile:
So, add more lightjuniors! (I think.)
In med lite juniorlampor, eller vad de nu heter…

// Loffan


(SteelRat) #4

Ok, my gridsize is 128 128 32

I added the following lines to my worldspawn and now it is all OK :slight_smile:

_minlight 15
_minvertexlight 20
_mingridlight 48

Thanks!
SteelRat


(sock) #5

A good way to check the light on player models is to use the r_thirdperson 2 and r_thirdpersonangle 180. This will focus the camera on the player models face so that you can see dark spots in the player lightgrid.

The lightgrid can develop dark spaces in large maps when the _lightgrid settings are too low. Lightjuniors do work to a certain extent but the lightgrid is the most important part.

Sock
:moo:


(ydnar) #6

Using a recent build of Q3Map2 helps.

There was some dodgy code in the lightgrid calcs that (I think) is now mostly (all) gone. Or smuffin. :slight_smile:

y


(SteelRat) #7

Great, thanks for clarifying this :slight_smile:

I am using 2.5.11 ydnar

/SteelRat