Game Development Community

Light leaks! please help

by FruitBatInShades · in Artist Corner · 09/10/2004 (6:08 am) · 28 replies

This is doing my head in. I have read all through the forums about this issue and have tried just about everything. I've snapped to grid, glue and tagged, zoomed in so close my eyes hurt, but i've still got leaks :( Would any lovely soul out there have a look at my model and see if they can find the cause of the problems?
This is my first interior so i'm a bit of a newbie but have been working on it for weeks and don't want to start over.

Tavern.zip

PLEEEAAASSSSSEEEEEE.
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#1
09/10/2004 (4:46 pm)
Hehe wasnt reading the topic right !
But what kind of leak do you have is it the worldlight or the interior light that leaks ?
#2
09/11/2004 (9:46 am)
Worldlight in some seriously strange places.
#3
09/11/2004 (4:02 pm)
Can you give me a drawing on a interior so i can build the same ?
#4
09/12/2004 (2:58 am)
I can send u the map or qrk file if u fancy having a go?
#5
09/12/2004 (4:18 am)
Have you tried TGERad? It has completely solved our leaking problem and the end lighting result looks great.
#6
09/12/2004 (4:32 am)
I'm using the Map2Dif from Rad. It's loads quicker but the leaks still remain. Has anyone got the full zip file because the website seems to have changed or dissapeared. TGERad
#7
09/12/2004 (8:41 pm)
I am also having problems with the light leaking in from other places of my map. I've posted two screenshots of the problems I am having with the lighting, thank you in advance for any help given.

---

www.blackflamesoft.com/images/torque/Lighting_Problems.jpgwww.blackflamesoft.com/images/torque/Lighting_Problems2.jpg
---

EDIT: Image links fixed
#8
09/13/2004 (1:01 am)
Thats the sort of stuff i'm getting, but whats wierd is I've deleted the offending brushes, created new ones and the leaks are still in the same place even with different brushes. I'm beginning to think it's not the model that is at fault.
#9
09/13/2004 (1:12 am)
I've had a look at the map file and the only think that stands out is that the offending faces are in integers while the others are in decimal, could this be part of the problem?
// Brush 79
// Ground Floor:g[2] -> Problem Brush 1:p[11]
 {
  ( -248 160 -72 ) ( -248 32 -72 ) ( -120 160 -72 ) 
  ( -248 160 68 ) ( -248 288 68 ) ( -120 160 68 ) 
  ( -312 0 32 ) ( -312 0 160 ) ( -312 -128 32 ) 
  ( -585.39999 0 -72 ) ( -651.95001 0 -72 ) ( -585.39999 0 -2.45000 ) 
  ( -64 1831.79999 -73 ) ( -64 1831.79999 -37.95000 ) ( -64 1866.34998 -73 )
  ( -952 16 -64 ) ( -952 16 -32 ) ( -984 16 -64 ) 
 }

// Brush 81
// Ground Floor:g[2] -> Problem brush 2:p[13]
 {
  ( -64.00002 144 -71.99998 ) ( -64.00002 16 -71.99998 ) ( 63.99998 144 -71.99998 ) 
  ( -64.00002 144 68 ) ( -64.00002 272 68 ) ( 63.99998 144 68 )
  ( -64 16 -64 ) ( -64 48 -64 ) ( -64 16 -32 )
  ( -48.00003 194 -71 ) ( -48.00003 127.45001 -71 ) ( -48.00003 194 -1.44999 ) 
  ( -64.00002 192 16 ) ( -64.00002 192 144 ) ( -192.00002 192 16 ) 
 }
These two brushes make a right angle.
#10
09/13/2004 (2:44 am)
@Alex

Have u done the usual stuff like glued and tagged the leaking faces, forced to grid if possible and deleted the 2 brushes that are leaking and making new ones?
Try those first on 1 light leak and if that fixes the problem, it's a problem u introduced in the editing process. If not, ur in the same place I am :(
#11
09/13/2004 (5:24 am)
@Alex if u want to send the files over I can have a look and see if I fix urs?
#12
09/13/2004 (5:40 am)
Yes, I have done all of the stuff you have mentioned and it still leaks in, that's why I have been so frusterated with my projects lately. Has anyone else had the problem, and can lend a helping hand with how to fix it?
#13
09/13/2004 (6:14 am)
There must be a problem. I made a corner piece, made 3 copies, all on the grid, glued and tagged them together and there are light leaks, but not all the joins! Only 3. Very wierd. We need a pro to come and have a look.
redravenrpg.com/lee/lightprobs.jpg
#14
09/13/2004 (7:27 am)
From the image above, u'd say the leak was in the outside wall. I replaced the outside wall and the leak still remains, this is the wierdness. I have delted the mission lighting files too.
redravenrpg.com/lee/lightprob2.jpg
#15
09/13/2004 (8:08 am)
I have tested alot now think i have build over 20 buildings with lods and moore.
This must be an engine bugg like the player gets brighter when walking on a interior !
So someone really skilled coder need to take a look at the light code , Becuase to build this away i think is impossible !
#16
09/13/2004 (1:30 pm)
Ok there is something going on here. Here is the map data for the offending faces. They are correct so it's definitley map2dif that is screwing up some how. Any gurus got any ideas?
Face1  ( 0.00002 0 63.99998 ) ( 0.00002 0 192 ) ( 0.00002 128 63.99998 ) HardwoodEdge [ 0.00000 1.00000 0.00000 0.00000 ]  [ 0.00000 0.00000 -1.00000 63.99998 ]  0  1.00000 1.00000
Face2  ( 0.00002 -112 63.99998 ) ( 0.00002 -112 192 ) ( 0.00002 -240 63.99998 ) HardwoodEdge [ 0.00000 -1.00000 0.00000 -112.00002 ]  [ 0.00000 0.00000 -1.00000 63.99998 ]  0  1.00000 1.00000
#17
09/14/2004 (2:27 am)
If experienced mappers aren't getting into difficulty its got to be something in the work process that they are doing naturally and us newbies are missing out on. I've read somwhere about brush size and being a power of 2. But working a grid should make that happen anyway.
Any level gurus got a few tips on what they do in their working process to help prevent leaks?
#18
09/14/2004 (2:06 pm)
Im a level building guru but dont use quark:)

I finaly found this in quark under worldspawn properties
light_geometry_scale = 32

change value to 16 8 4 2 or something most be power of 2

it helps alot
#19
09/14/2004 (2:18 pm)
Thanks billy tried that but they remain, although they are smoother
#20
09/14/2004 (2:44 pm)
One tip I've heard of is making the wall corners join at a 45 degree angle, rather than overlapping. In other words, mitering. I've never tried it, so I can't confirm whether it helps. If you're confused about what I'm talking about, look up mitering on a woodworking website.
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