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Post by ynot on Oct 30, 2012 17:36:36 GMT
Anyone know how I can fix these off balance texture lighting issue for rounded corners.. I don't think its caused by the lights around the map.. Since im using light_spots on the ceiling. I just want the corners to balance out with the two wall. Not a 2 black line making it obvious that it cuts off there. Also happens on these...
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Post by Zeph on Oct 31, 2012 0:00:25 GMT
Are those objects func_Details?
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Post by ynot on Oct 31, 2012 0:35:09 GMT
Yes they are. Am I not suppose to make these irregular shapes func_detail? The two walls between the rounded corners are not though.
Rounded corner touching two walls (two walls isnt func_detail)
Ramp touching the floor (floor isnt func_detail). Half circle touching wall (wall isnt func_detail). Curved touching cylinder (both func_detail).
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Post by Zeph on Oct 31, 2012 8:49:57 GMT
Sounds correct. Check that visleaves do no split along those lines (map ->load portal file) And that there is not a join between two brushes there. Worse case scenario, hide it with props / overlays
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Post by ynot on Oct 31, 2012 23:30:12 GMT
Also theres no leak. As I tried load portal file, I dont have one. I didnt get what you mean by "not a join between two brushes there" But heres a image . I also made those brushes texture "face"
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Post by Zeph on Nov 1, 2012 9:04:19 GMT
You don't have a portal file because you do not have a full compile. Run a compile with all the settings set to normal. If there is a blue line along the lighting error line, then there are two visleafs either side and therefore two lighting calculations, hence a difference in results (the lighting error). Same with brushes, two brushes touching along the line of error means two brush faces therefore different lighting calculations. If you're still stuck and unwilling to hide it, send me the vmf and I'll have a look.
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