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?
Also, when I create the dif file, i get some orphaned polygons. What are orphaned polygons?
#3
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.
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.
Torque Owner Alex Swanson
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.