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Discussion: Natural Selection / Natural Selection - Map Development - Lightmaps - Ok I've been saying "texlights" - I think the correct term is "lightmaps". Basically I've
  1. #1


    Join Date
    Feb 2006
    Posts
    363

    Lightmaps

    Ok I've been saying "texlights" - I think the correct term is "lightmaps".

    Basically I've got this bug where I shine a flashlight on a wall and it doesn't smoothly illuminate the wall, instead it just kind of 'stops' at a certain point (as defined by the surrounding geometry?) and then once the light gets over that stop, it illuminates the rest of the brush.

    Ex.



    Is there a way to solve this without reducing the size of the texture?

  2.  
  3. #2


    Join Date
    Feb 2006
    Posts
    363

    Re: Lightmaps

    Very interesting.

    I compiled it in hammer 4.1 with a lightmap scale of 4 and 2 (on respective wall halves) and the "broken light" effect remains. Therefore I think it's a problem in the HL flashlight code and not in the texture stretching itself.

    In other words; SOL.

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  5. #3

    Fat B man's Avatar

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    Sep 2006
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    50

    Re: Lightmaps

    yup :/ thought HL2 doesn't suffer from this little dilemma.
    cant wait for NS:S :P
    Natural Selection name: Fodderkill. Why Fodderkill? Well, its because im so easy to kill hahaha!
    "Why don't Fades ever die?"
    -Universal question almost all new players ask at some point, even if they n ever say it.

    Forum name: Fat B Man
    Ingame name: Fodderkill

    Just call me Fodder on TS or whatever

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  7. #4

    Donat's Avatar

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    Sep 2006
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    Re: Lightmaps

    Yes, we all love our HL2 hammer.

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