Game Development Community

Lighted corners in interiors

by Danny Goss · in Torque Game Engine · 02/17/2004 (12:52 pm) · 3 replies

Hello, I'm just getting started with TGE. I am using QuArK 6.3 and was able to build a map and get it into my world. The problem is light from one room will come over into another room. It only does this in the corners.

Also, when I create the dif file, i get some orphaned polygons. What are orphaned polygons?

#1
02/17/2004 (4:25 pm)
In the corners? Could you elaborate or link to a screenshot? One thing you can try is to make the light geometry scale smaller. This is located in the worldspawn properties. The default value is 32, try changing it to 8. It will take slightly longer to create the mapfile, but you should get more accurate lighting.

Having some orphaned polygons is normal. It think that they are polygons that are culled when the BSP tree is created. Usually this is because of overlapping or backfacing surfaces.
#2
02/18/2004 (9:53 am)
I'll try that here are the Screen Shots

Thanks
#3
02/18/2004 (11:05 am)
Looks like a pretty standard lightmapping error. This is not unusual with the default lightmapping code.

I assume that the walls are lined up on the edges - that you are using the grid for this. If so, I recommend decreasing the lightmap scale. Remember that the lightmap scale must be a power of 2 (2,4,8,16,32, etc).

You could also try making your walls slightly thicker.

Thirdly, you could try some of the custom lightmapping tools out there, like TGERad, that uses radiosity lighting,and may create better results.

Also, note that in the future, you will probably get more responses to mapping questions if they are posted in the Mapping Forum.