Light bugs
I tried everything i think off but can not fix those kind of lightbugs, tried func_wall, cutting the brush in pieces putting a light there some compile parameters, only thing that worked was increase the scale of the textures, but there are a lot of areas where i can not do that, the block are too big... someone know how to fix them ?
Here some pics
http://img341.imageshack.us/i/map0.jpg/
http://img534.imageshack.us/i/map01m.jpg/
http://img412.imageshack.us/i/map002.jpg/
http://img153.imageshack.us/i/map03.jpg/
im no mapper so i dunno how to fix those :D but from those pics i see some nice map coming :D
tie all objects near to the wallbug into func_wall.
Can not do that... most of them apear at the exterior walls and don't have almost nothing near them, others on some big brushes that works as vis blockers and if i func_wall them it will screw the fps and the lightingnear them .. I managed to fix some of them buy building some stuff to cover them but i can't do this to all of them ..
i got the same problem or something similar to yours. Someone know how to fix it ?
please =]
http://img213.imageshack.us/i/kzbrmarblefloors0000.png/
http://img829.imageshack.us/i/kzbrmarblefloors0001.png/
http://img202.imageshack.us/i/kzbrmarblefloors0002.png/
http://img821.imageshack.us/i/kzbrmarblefloors0003.png/
@FuZzy1 what compilers do you use? Did you tired to change the angel of the light?
@nerv0us func_wall those brushes/jumps. 5 jumps for one func_wall is enough.
nerv0us, those are quite weired lightbugs, also a weired light in whole map.
1st thing I suggest you to do is to try tweak the light and change "sun" angle (at least).
Then you can try to func_wall smaller brushes near the lightbugs. If they are then make sure those are not opaque.
It could be bad compiling settings. Use -full for HLVIS and -extra for HLRAD. Increasing -bounce # might also help. Compiling map with vluzacn compiling tools can exclude some light artifacts as well.
spr1n i fixed some , it is indoor map so no sun light , and i compili with vis -fast cuz i was testing the jumps , tonight i ll compile with vis full and see what happens , ty
dont do optimizing and fixing things with fast
just do a compile with normal vis or full vis, otherwise you get incorrect results.
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