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1.7.1/1.8: lights,shadows & broken faces with map2dif_plus_tgea

by Michael K. · in Torque Game Engine Advanced · 11/07/2008 (4:44 am) · 4 replies

Hi,

ok, i know one of these problems has already been issued here, but there is no fix yet...
here are some problems i am getting using map2dif_plus_tgea:

1) Broken textures
I am getting strange torn up textures on some faces (see picture - the torn up area is one face!)
www.idgroup-server.de/daten/problem01.jpg
2) Strange lights (green and purple)
Depending on what angle i look at my difs, i am getting additional green and purple lights on them.
www.idgroup-server.de/daten/problem02.jpg
3) Shadows and lights
This is one of the strangest problems i am getting. I have a dif ground with one texture on it... and then i get a very strange lighting effect. It looks like some kind of a light gradiant over the entire object. It starts off with its normal texture color and then gets lighter and lighter till the end of the object.
www.idgroup-server.de/daten/problem03.jpg
hope this helps :-)
Michael

#1
11/07/2008 (7:45 am)
1 and 3 look like splits in your BSP, caused by structural brushes pressing against each other at different sizes/heights, thus splitting the BSP. 2 is already reported.
#2
11/07/2008 (8:20 am)
@steve
hummm.... but why would structural brushes pressing against each other at different sizes/heights cause the light to do a gradiant type of lighting over the entire face?
(1) & (3): i have two faces pressing exacly against each other... why does that split the bsp? in (3) they are at the exact same height... the vertexes are overlapping (i double checked it - i also have a grid snap on)

here's another picture to demonstrate the gradiant light effect better:
www.idgroup-server.de/daten/problem04.jpg
edit: added image.
#3
11/14/2008 (2:45 am)
TGEA 1.8 BETA Update: Problems still exist, but i am now also getting very poor frame rates, missing textures (well accually some textures were replaced with a black color - two faces with the same texture... one showed the texture and the other was just black??) and some new lighting issues :-(
Back to 1.7.1 for me, until 1.8 gets out of beta :-)

edit: i should be more specific on the "new lighting issues" i mentioned above: when my character stands on a dif he is darker due to shadows that fall on him. But if i move a tiny bit to the edge of any dif then the character switches to be bright as if he were standing "in the sun" although he is still standing in a shaded area.
#4
11/26/2008 (5:01 pm)
Your best bet to get rid of the "chopping" is to use detail brushes (that is their reason for existing after all). You can also get better lighting results by turning down the "light_geometry_scale" property (stick with multiple of 2) in the .map's worldspawn entity. You *may* have to export through Constructor to get that benefit (not the map2dif_plus export).