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| Natural Selection - Map Development Discussion on the development of new maps for Natural Selection. |
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#1 (permalink) |
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Join Date: Feb 2006
Posts: 363
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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? |
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#2 (permalink) |
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Join Date: Feb 2006
Posts: 363
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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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#3 (permalink) |
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Join Date: Sep 2006
Age: 19
Posts: 50
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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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