Strange light leaks and shadows


(Brevik) #1

I’m currently working on a new version of Braundorf and I’ve noticed something a little odd.

I’ve run through the latest compile of this version, and have noticed that there are strange (small) light leaks and shadows that were not there in the previous version. I had a quick run through of the current released version (b2) and there are light leaks and shadows (again small thank God), but they’re in different places.

The changes I’ve made to the map are pretty minimal (there are large areas of the map left unchanged), so I can’t see that they would make a difference.

I’ve compiled in exactly the same way, the textures are all the same and the detail and structure are 99% the same - the only difference is that I’m now using a new PC (much more powerful).

It’s not like the map suddenly looks like a load of rubbish, but I would like to be able to explain why.

Any ideas?


(carnage) #2

have you changed the light grid size?


(]UBC[ McNite) #3

post screenies?


(MrLego) #4

Did you erase all of your old lightmaps before compiling with the latest revisions?

Sometimes a left over lightmap from an earlier build creates random lit areas or shadows.


(Detoeni) #5

Did you erase all of your old lightmaps before compiling with the latest revisions?

not necassary, q3map2 does this for you.

When you save your map in radiant it reorders the brushes/entities, so a small change in fact changed everything.


(Brevik) #6

I haven’t touched the lightgrid size in this version or the last, so I’m not sure if that would have made any difference.

What’s the default lightgrid size? Does anyone have any suggestions as to what it should be for Braundorf?

What I do know is that the odd (and intense black) shadows are in different places every time I compile. They’re mostly in the town section, where I have a building “skin” butted up against the edges the structural blocks.

There are hardly any (if any at all come to think of it) in the “terrain” or bunker sections of the map.

Cheers for replying guys.

Regards,

B


(Shaderman) #7

Which compiler switches are you using?


(Brevik) #8

Straight from the Radiant menu:

(single) BSP -meta
(single) -vis
(single) -light -fast -samples 2 -filter -bounce 8

I have a feeling I’m probably using the wrong switches or something, but that’s how the other betas of the map were compiled and I haven’t noticed anything near as bad as this.

I’ll try to get some screenshots sorted out at some point.


(EB) #9

-samples 2 -filter

If I remember right, using these 2 cancel each other out.
Samples -sharpens shadows
filter -softens shadows


Sorry I have never played Braundorf but it is odd that the Black Shadows appear in different spots after each compile.
-Do you have any ambient light value in worldspawn ?
-check the .bsp in devmap mode using “r_lightmap 1” (displays lightmap).

Post those screenies when you can.


(Shaderman) #10

AFIAK that’s right, but I don’t know if it could be the reason for shadows and light leaks. Worth a try…


(EB) #11

I never meant to mention that as a reason to solve. :stuck_out_tongue:
The ‘below the line portion’ pertains to the lighting issues.


(Brevik) #12

Well here are a few screenshots of the problem - I’m not that skilled with PSP so I just messed about with brightness and contrast to best display the problem (with /r_lightmap 1 the screenshots got a bit painful and didn’t illustrate that much more).

http://www.btinternet.com/~andy_tma_walker/ET/odd_shadows_1.jpg
http://www.btinternet.com/~andy_tma_walker/ET/odd_shadows_2.jpg
http://www.btinternet.com/~andy_tma_walker/ET/odd_shadows_3.jpg
http://www.btinternet.com/~andy_tma_walker/ET/odd_shadows_4.jpg
http://www.btinternet.com/~andy_tma_walker/ET/odd_shadows_5.jpg

A recompile will just result in those disappearing and then appearing somewhere else…

Buggered if I know what the problem is.

EDIT: All the corners in the shots are mitred and in the last shot the sign is one of the standard textures from the game (says Schlasselburg or something). Also, no ambient light used.


(Loffy) #13

Hi!
Seems like some sort of lightgrid/lightmap thing. Annoying (even if it sometimes are only we mappers who see these faults :slight_smile: ).
About the compile switches, I would try -patchshadows, like for example:
-v -light -fast -samples 2 -patchshadows -bounce3 -external -lightmapsize 256 (or 512)
//Loffy


(Shaderman) #14

I don’t see a custom sky shader in your b2 pk3 - you’re using the “old” battery sky shader. The q3map2 code seems to be changed/optimized a lot since the release of ET and maybe these shadows are the result of using an old shader with a new q3map2. I would try to change the battery shader to use the newer q3map2 code and compile with the latest q3map2 version.

Q3Map2 sky shaders improves on the way lightmaps are calculated, improving both quality and compiler performance.

Even if it doesn’t solve your problem, you should have shorter compile times :slight_smile:

Have a look at the Shader Manual Appendix I to see which changes are required.

Shaderman


(Brevik) #15

Thanks Shaderman, going to try that with a later version.

As for the problem itself, it looks like it’s something to do with my PC/install of ET as I get this on raw castle:

http://www.btinternet.com/~andy_tma_walker/ET/Image1.jpg

(that’s not my config btw, I just messed around with the image in PSP to show the black patches on the steps)

…and no-one else does. Neither does anyone get the shadows on Braundorf.

My PC specs:

AMD 64 3000
1Gb RAM
6800GT

Any ideas? (I guess this isn’t a mapping problem anymore…)


(]UBC[ McNite) #16

Ok as for “they appear somewhere else with every compile” the answer has already been given: when radiant safes the map it stores it differently every time. So don’t worry about it, you can’t change in anyways.

For the compiletime: u could save a lot of time by getting rid of bounce 8… bounce 2 is sufficient. Iirc a high bounce sometimes can produce weird coloring/shadow-effects too, but i forgot where i read about that.

To get rid of real dark corners etc. I recommend a low ambient (around 10-12). Yea yea i can already hear the flaming “flattens maps out” and “Ydnar said it sux”. Anyways its worth a try and an ambient of 12 gives you a more even lighting, not a flat map. You ll only notice it in the areas that were pitch black before. Next advantage of a bit of ambient is that it gets u rid of the problem that you have to illuminate EVERYTHING with light entities.
Its a real pain in the ass when u try to illuminate everything with lights, and if you use a lot of them with different fades and maybe some with a light 30 and fade 0.1 to give everything a base lighting you ll still end up with unexplainable shadows. So from my experience with getting decent lighting a low ambient is a good thing to start with, and then add the light/shadow-effects you want with light entities.

As for sky and sunlight: which shader are you using? I m sure a new custom skyshader could improve things a lot, esp. with a sunExt instead of sun parameter. And: do u use that shader in the town-areas too or only for the terrain-boxes?

Edit: a nice example of “flattens map out” is et_ice, i think it has an ambient of around 25. I quite like the “white-out” effect for the terrain though because that s really pretty much what you get with a thin layer of low clouds on winter days: barely any shadows. Its just a pity that all the caves and tunnels are overbright too.