Shading of patches different to brushes?


(PSIonic) #1

I’ve constructed a fairly complex structure using both curves and brushes. I’ve got rounded arches made of patches which are placed next to my brush work. For some reason when I look at the map in-game the patches (end caps between the curved arches and adjacent walls) are shaded differently to the brushes. For some reason they appear brighter. Any ideas why this is happening?

Here is a screen which shows the problem:

Any help would be appriciated! :drink:


(weasel) #2

Compile with -patchshadows. If that doesn’t work, you can try -patchmeta -subdivisions 2.


(PSIonic) #3

Thanks for you help weasel. I’ll try that out :banana:

Another way I can think of myself which would fix this problem would be to actually extend the end cap patch to include a rectangular part on the end where the brush currently is.

If I were to do this, would it be best to create another patch next to the end cap patch and then choose merge patches from the menu?


(DeAtHmAsTeR) #4

try using the Natural method by select the surface and pressing S


(Shallow) #5

It’s slightly tricky to see in that shot but by the looks of it you’ve got a set of nested archways there, in which case a tidier way to do it would be to bend a simple patch mesh to fill the gap by dragging its verts:


Less overdraw this way. (There’s a chance you’ll get problems with patch LODing making cracks but probably not… if it does you could always convert it to ASE)


(PSIonic) #6

The natural alignment will not work in this case because it’s an end cap and need “end cap” texture alignment. Thanks for the tip though DeAtHmAsTeR.

Shallow’s idea sounds like a good approach. I actually considered it some time ago, but overlooked thinking the curves would probably produce cracks. I didn’t actually try it… I’ll do that now though.

Thanks :drink:

Kudos on supplying images to help clarify your reply! :clap: