Occasional lack of lighting bug?


(G0-Gerbil) #1

See the brick halfway down on the right:

I’m getting this in a fair few random places in my map - some polygons just go straight to black. There’s very few normal lights in the map (certainly none near this one), it’s mainly the new skylighting code (although it looks washed out thanks to brightening it enough to highlight the problem in photoshop).


(WadeV1589) #2

Speaking of skyLight, I have to say I don’t like how it works, I couldn’t use it in a map of mine because it looked so much like multiple suns it cast horrific shadows through a roof in a large room of my map. Is there a reason it uses this method which appears to be basically [iteration] suns?


(ydnar) #3

Add this line after q3map_sun/q3map_sunExt, but before q3map_skyLight:

q3map_lightmapFilterRadius 0 128

That will enable 128-unit filtering (blurring) of shadows cast by subsequent light directives in the shader, hence why it goes before q3map_skyLight.

Also, what brightness/iterations are you using?

y


(ydnar) #4

Do you have any clip brushes or anything else overlapping that spot? If so, check to see if that shader has “surfaceparm trans.”

Also, run brush cleanup. I’ve seen this problem caused by borked vertex/edge edited brushes in the past.

y