Red/Green Lighting Problem


(GTBGranny) #1

I am using the Wurzburg sky in my map and for some reason it has now developed a red and green tint on various areas of the map.

I wonder if anyone had experienced this before and knew how to solve the problem.

I have tried everything I can think of.

It also makes the planes I have flying over flash red as they fly past (Which actually looks quite good) but the downside is that the forward flag and players look red too.

Video of planes here. http://www.thegtb.co.uk/forum/redgreentintproblem.php


(Wezelkrozum) #2

Maybe you have a juniorlight with a red color somewhere into your map.


(Jecoliah) #3

Compile with a different sky to eliminate if it is the sky or not.

Jec


(Detoeni) #4

check map and make sure you have no brushes with shader “textures/common/lightgrid” on one face, or very small brush with “textures/common/lightgrid” on all faces and/or check compile log for warnings (post it here if all else fails)

edit:
just looked at the video, and looking at the map one has to ask if its had a light compile at all?


(GTBGranny) #5

Hmm, how do I check each brush for that, have I got to do it individually ??

My apologies about video, i was filming while in Omnibot mod, for some reason the sky textures don’t work there.

I have now changed sky to sd_goldrush and still have the same problem.

Video has been changed to show this.

http://www.thegtb.co.uk/forum/redgreentintproblem.php


(Wezelkrozum) #6

What are that red lights in the background? Don’t they cause this light?


(GTBGranny) #7

They are Red minefield signs lit by a white light, could it be possible that they reflect red ?

I have found a lightgrid brush, deleted it and am recompilng with Wurzburg sky as I type as I had the same problem with another sky.

Hope that’s fixed it.

What is a lightbox anyway ? , I don’t know how it got there to be honest.


(varsovie) #8

Shown problem appears on the airplanes - right ?

In first second of movement it seems that colours are right and problem appears in next stage of movement - i guess that Your map floor is one big flat brush ? So try cut big main map floor into a few smaller i guess it will help - the reason is that during compilation too big brushes are unseen to generate right lightmap so You can see some unknown source light like shown on Your movie.

When it will not help try to replace airplane model with other model and put on the track some static brushes. If brushes will be ok try play with misc_model / misc_gamemodel.

If still fail watch careful worlsspawn paramter and give more light ex.
“_mingridlight” “48”
“_minvertexlight” “20”
“_minlight” “15”
“ambient” “18”
I had in the past similar problem the reason was wrong some parameter of worldspawn light so objects light value was under ~ _minlight what during compilation made funky color.


(GTBGranny) #9

Many thanks for that.

The problem was a lightbox that I must have put in there somehow.

I have since redone the terrain too using hundreds of triangles.

I seem to remember reading somewhere that it was best to do this for some reason.

Puzzles me a bit why hundreds and hundreds of triangles are better for fps than one big flat square but I did it all the same.


(Detoeni) #10

You need to get the lingo right, or your going to confuse folks.

It is called a “brush” using a “lightgrid” shader.

A lightgrid brush sets the area in the level where you need correct lighting, beyond that space you can get some very strange lighting values. Q3map2 splits you level in to lots of small squares (lightgrid), each square has a light value, a light direction and a light colour asigned to it. This info is used by the engine to correctly light game models.

It is mainly used for q3 space maps where there is no need to light the whole level.

[QUOTE={GTB} Granny;204367]
Puzzles me a bit why hundreds and hundreds of triangles are better for fps than one big flat square but I did it all the same.[/QUOTE]

The shader used on the terrain weld the surface into a single “mesh” surface, cheaper render and collisions.
not sure of all the in’s and out’s, but it works!
Do a search on the q3map2 forum for “nonplanar” for more info.