Announcement

Collapse
No announcement yet.

Lightmaps

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • 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
    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.

    Comment


    • #3
      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

      Comment


      • #4
        Re: Lightmaps

        Yes, we all love our HL2 hammer.

        Comment

        Connect

        Collapse

        TeamSpeak 3 Server

        Collapse

        Advertisement

        Collapse

        Twitter Feed

        Collapse

        Working...
        X