fraco
29th December 2002, 12:04
yep,
I've seen a lot of topics on all different kinds of forums on this problem. And still I don't really understand. First some screenshots to show the problem:
general setup: a skybox, a ground surface and three "cabins":
http://home.planetinternet.be/~froidcoe/lightleak.jpg
now if you look into one of those cabins you see the light leak under the wall:
http://home.planetinternet.be/~froidcoe/lightleak01.jpg
or
http://home.planetinternet.be/~froidcoe/lightleak02.jpg
(i hope you can see it clearly, it's more obvious in-game)
in the second image I split the ground surface to create separate brushes (read somewhere that that should fix the problem). It doesn' change the problem.
The same shots with showtris, so you can see how my brushes are configured:
http://home.planetinternet.be/~froidcoe/lightleak01_tris.jpg
and
http://home.planetinternet.be/~froidcoe/lightleak02_tris.jpg
What I really want to know is where this comes from. I have some understanding of how the compiler works, but it is limited. Somehow I have the feeling it has something to do with some kind of roundoff error on the lightmap.
What is causing this? And of course how to fix it?
thnx
fraco[/b]
I've seen a lot of topics on all different kinds of forums on this problem. And still I don't really understand. First some screenshots to show the problem:
general setup: a skybox, a ground surface and three "cabins":
http://home.planetinternet.be/~froidcoe/lightleak.jpg
now if you look into one of those cabins you see the light leak under the wall:
http://home.planetinternet.be/~froidcoe/lightleak01.jpg
or
http://home.planetinternet.be/~froidcoe/lightleak02.jpg
(i hope you can see it clearly, it's more obvious in-game)
in the second image I split the ground surface to create separate brushes (read somewhere that that should fix the problem). It doesn' change the problem.
The same shots with showtris, so you can see how my brushes are configured:
http://home.planetinternet.be/~froidcoe/lightleak01_tris.jpg
and
http://home.planetinternet.be/~froidcoe/lightleak02_tris.jpg
What I really want to know is where this comes from. I have some understanding of how the compiler works, but it is limited. Somehow I have the feeling it has something to do with some kind of roundoff error on the lightmap.
What is causing this? And of course how to fix it?
thnx
fraco[/b]