Hi, I got a nasty problem with lightning that causes black shadows on floors surfaces and walls on some places, some of the textures are totally black even when lighted, some have weird shadows [watch screenshots]
[screenshot #1] [screenshot #2]
[screenshot #3] [screenshot #4]
This happening only when compiling with -meta or without -vis
But unfortunelly I need to use both option, -vis needs to be ofc, without it you got fps losses cuz whole map is draw at once and without -meta I get error about some verts limits excedded 2800 > 1000 smth like that but only when I try to look on complex ASE model, that needs to be like that I cant change it, cuz it would look horrible with less subdivides.
I hope someone would know what is the problem, btw when I am manipulating with some of the brushes on the map those shadows are changing, so i think some of the brushes can affect that, i am using gtk radiant 1.1.1 with grid 0.025 and newest compilator v2.5.17 base - FS_20g
Q3map2-light/shadows error with -meta cause black shadows
Q3map2-light/shadows error with -meta cause black shadows
Last edited by camel on Mon Dec 07, 2009 6:49 pm, edited 1 time in total.
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Re: Q3map2-light/shadows error with -meta option cause black sha
Looks like some massive screwup with the lightmap page indexing. Impossible to tell the reason for the problem from the screenshots alone.
Grid size 0.025? Please tell me that's a typo because that will certainly cause some funkyness.
Also, the _fs versions of Q3Map2 are a branch of the official, it probably hasn't been through as much testing. You may want to try it with 2.5.16 and see if that helps things.
Grid size 0.025? Please tell me that's a typo because that will certainly cause some funkyness.
Also, the _fs versions of Q3Map2 are a branch of the official, it probably hasn't been through as much testing. You may want to try it with 2.5.16 and see if that helps things.
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Re: Q3map2-light/shadows error with -meta option cause black sha
sry, grid 0.25
Yea Also tried with older compilator, results were the same.
Yea Also tried with older compilator, results were the same.
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Re: Q3map2-light/shadows error with -meta option cause black sha
That's still bad. You should be building on as large of a grid scale as possible. Like at least 8 for most details. Walls should be more like 32-64 units thick.
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Re: Q3map2-light/shadows error with -meta option cause black sha
lol, they are not that thin, I mean that I am using grid 0.25, but walls, floors etc are bold enough.
anyway mt problem still occurs but i was able to cover black surfaces with other brushes, so they looks better, but its a temporary fix for that, still waiting for someone to help with that, but I doubt that anyone had same or simmilar problem like me.
anyway mt problem still occurs but i was able to cover black surfaces with other brushes, so they looks better, but its a temporary fix for that, still waiting for someone to help with that, but I doubt that anyone had same or simmilar problem like me.
Re: Q3map2-light/shadows error with -meta cause black shadows
Covering up the brushes isn't a great idea. I think I would delete them and remake them.
Re: Q3map2-light/shadows error with -meta cause black shadows
I already remade them, but error still occurs, its something else on the map that cause that thing, I think nobody cant help me, I would need to give someone my map source to check it out, but that is impossible :PdONKEY wrote:Covering up the brushes isn't a great idea. I think I would delete them and remake them.
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Re: Q3map2-light/shadows error with -meta option cause black sha
That is the craziest thing Ive ever heard in all my years of Q3 mapping, you are heading for a disaster if you are creating brushes and patches on a 0.25 grid. If you are having shadow problems then func_group all the surrounding architecture together and add a new key/value pair to the group you have just created.camel wrote:lol, they are not that thin, I mean that I am using grid 0.25, but walls, floors etc are bold enough
Key = '_lightmapscale'
Value = '0.5'
Start with a high value like 0.5 and go down towards 0.125, if you want the shadows to be really crisp. Low values will increase your compile times like crazy (especially if you use bounce light) so be careful. I seriously would not recommend values less than 0.125 for large parts of your map, it will cause problems with load times, lightmap and BSP size.
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Re: Q3map2-light/shadows error with -meta cause black shadows
TBH I think you are using the wrong compiler and the wrong editor and the wrong grid size.
GTK 1.5 prevents bad brushes, for what ever other problems it may or may not have. I would certainly use 'brush clean up' if nothing else.
I hope you haven't been CSG subtracting too, that combined with your chosen grid size is gonna make such a mess. I know this is for the NG comp, but we can still help out.
GTK 1.5 prevents bad brushes, for what ever other problems it may or may not have. I would certainly use 'brush clean up' if nothing else.
I hope you haven't been CSG subtracting too, that combined with your chosen grid size is gonna make such a mess. I know this is for the NG comp, but we can still help out.
Re: Q3map2-light/shadows error with -meta option cause black sha
I think he should focus on fixing his brushes and building techniques before he starts with more advanced stuff like lightmap scales. His problems are almost certainly construction related.sock wrote:If you are having shadow problems then func_group all the surrounding architecture together and add a new key/value pair to the group you have just created.
I take it the rules of the contest means you can't share your map with others. Can you build a similar section of brushwork into another test map with the same problem and share that instead? Might help us gleam a little light into the problem.
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Re: Q3map2-light/shadows error with -meta option cause black sha
There's nothing wrong with that compiler. It's actually pretty good.dONKEY wrote:TBH I think you are using the wrong compiler and the wrong editor and the wrong grid size.
Agreed. Try deleting the parts around the bugged area and rebuild them again with new brushes. Use bobtoolz brush cleanup filter on the whole map too.obsidian wrote:I think he should focus on fixing his brushes and building techniques before he starts with more advanced stuff like lightmap scales. His problems are almost certainly construction related.