Visibility/light problems.


(Justice) #1

I have posted this before, and I REALLY need help on this one. Story can be found here: http://www.splashdamage.com/forums/showthread.php?t=22424

When I use detailed brushes, the lightning gets all ****ed up, even the structural brushes. Here’s a screenshot:

I’ve merged every file I had on this map, which are three rooms, and made the details detailed. In one room you can see lightning, all the others are black. But as you can see the lightning does not compile properly.
All rooms have lightentities and the worldspawn has _minlight/_ambient 20.

When using only structural brushes I do not have this problem.

I haven’t tested it without detailed brushes yet, but it worked properly before. As my map takes hours to compile with -vis, I am not planning on doing this.

If I cannot do something about it, or you guys do not know a fix, please tell me how I compile q3map2: (final) BSP -meta, -vis, -light -fast -filter -samples 2 -bounce 8 without -vis


(stealth6) #2

I don’t know a solution to it, looks like the -light compile is messing up big time.

Also if your -vis compile takes hours to work, maybe fix that first? (Maybe the problems are connected?)

From the screenshots I’ve seen so far, looks like you probably just have waaaaay too much stuff structural that should be detail.


(Justice) #3

That is exactly what’s causing the problem. When I use detailed brushes to improve the compiling, the light get all messed up like this.


(stealth6) #4

added you on xfire, if you’re ok with sending me the .map file I’ll take a look and try to get it compiled


(Justice) #5

I’m okay with that. Though I’ve made everything structural again… Want me to change it back first?


(stealth6) #6

For anybody else that encounters this problem, Apparently only structural brushes rebound light when performing the -bounce 8 light compile, so making you’re whole map detail results in no light