Surface lights woes...


(hummer) #1

http://www.team-arise.com/hummer/forums/shot0031.jpg
http://www.team-arise.com/hummer/forums/shot0032.jpg
http://www.team-arise.com/hummer/forums/shot0033.jpg
http://www.team-arise.com/hummer/forums/shot0034.jpg

Basically, I have brush on a ceiling or a wall, with a surface light facing out, but the brush behind the light becomes lit up, which looks strange.

How do I go about fixing this? Is there something I can add to the shader behind the light that will prevent this leakage?


(demoneye) #2

This may help… This is a non-visible shadow casting shader…


textures/r3tina/shadowcast 
{ 
    surfaceparm nonsolid 
    { 
        map $whiteimage 
        alphaFunc GT0 
        alphaGen const 0 
    } 
}

DeMoNeye


(hummer) #3

Hmm… tried it out… still getting that light cast behind the brush…

Alhough, that shader will be useful in future projects :slight_smile:


(Codey) #4

What I believe is happening…

The lightmap isn’t high resolution enough to determine that those faces aren’t supposed to be lit

In which case if you made those beams the light fixtures are sitting on a func_group with _lightmapscale 0.2 or something, it should fix the problem, but it seems a crappy way to go about it since it’s taking up more lightmap data.

erm… I can’t think of another way to fix it atm…

Codey


(damocles) #5

There is noe real fix for it. The problem is a combination of he low resolution light maps (as mentioned already) and the fact that the lights for surface lights are actually positioned a small way away from the surface.

If it really bugs you, forget the surface light and use spotlights, at least that way you can control the direction better.


(hummer) #6

Heh, was about to replay to this… yeah… I just ended up using spotlights with a high radius and light value… that got the effect I wanted :slight_smile:

Thanks everyone!