Author |
Topic: Errors + Odd Light Issue |
HarryNutz |
General Member Since: May 6, 2011 Posts: 182 Last: Mar 26, 2012 [view latest posts] |
|
|
|
manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
|
|
|
DeekCiti |
|
General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Saturday, May. 7, 2011 02:23 am |
|
Light leaks are sometimes hard to fix. Breaking up the brush, or rather, the floor, so there is a break in the floor and it isn't one big brush, it will help. The compiler thinks its one piece and trying to light the whole thing. You can also try using more lights at a smaller diameter.
Some ways I fix them is to leave a gap in the floor and put the wall lower than the floor, meaning it extends through the floor. You'll have to experiment, because different lights and textures act different.
HarryNutz writes...Quote:
I even went up to a second floor hallway with no light source and all doors were closed... but still I could see... as if light was coming from my butthole or something... Im puzzled.
Maybe the light was coming from your butthole? Stranger things have happened. Just so you know, the compiler seems to hide script brushmodels when it compiles light, at least what I've seen, light will be compiled through script_brushmodels. It sucks, I know...
@manickiller
If you're seeing through the floor, maybe it is a decal and not a solid texture? Maybe there is some type of geometry error in the area causing texture errors. Get some screens. |
|
|
|
manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Saturday, May. 7, 2011 01:38 pm |
|
ok here my problems,, see images.
Ive outlined this coz it bit hard to see..you can see the lower level and next jump section..
this is a space with water as you can see, it looks redish coz part of the map again on the same level has the see-through problem on the next jump location letting in the fire where the water is, but i must say the water redish does look cool..
ive tried to cut this out and replace the seethoug parts and remake it with new bit, but atill it happens, ive even tried to add 2-3 layers of flooring under neath each other only to still get the see though effect...
How can i fix this,.????
edited on May. 7, 2011 09:38 am by manickiller |
|
|
|
dundy |
|
General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
|
|
|
Category: CoD4 MP Mapping Posted: Saturday, May. 7, 2011 01:51 pm |
|
Go in to radiant open map..
Then press Shift+L youre map turns to grey checkerboard
texture, select the part thats giving the error,click S
[probely the part you select is messedup checkerboard]
Then selecect natural or Lmap depending on when it looks right
Hope it helps
Also could be ure using a blend texture..
edited on May. 7, 2011 09:52 am by dundy |
|
|
|
manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Saturday, May. 7, 2011 02:12 pm |
|
dundy writes...Quote: Go in to radiant open map..
Then press Shift+L youre map turns to grey checkerboard
texture, select the part thats giving the error,click S
[probely the part you select is messedup checkerboard]
Then selecect natural or Lmap depending on when it looks right
Hope it helps
Also could be ure using a blend texture..
edited on May. 7, 2011 09:52 am by dundy
thanks i'll try that now,and see what happens, some was at decal ,but i changed them yesterday, but for some reason they kepted chaging back??? dont know why, i just check them and again after changing them last nite they returned as decal again, maybe i have a error somewhere, but will check agian. |
|
|
|
manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
|
|
|
COLMAC |
|
General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Saturday, May. 7, 2011 03:36 pm |
|
might want to take your mp_map.bak, out when you open and compile your map, some times it will go to the bak, file because of a error in your map, if a patch is bent to far it will turn invisible, also if you have caulk, blocking and you block passes through any patchs or structure, it will have see thought spots, dundys right on with the s L_map, every time you bend or stretch a patch, you should L_map
when you finish it, as for your crack, looks like you might select both joining patches, select v (verts) left click you mouse, over the connecting vert (one at at time) 1 from each patch that are on top of each other (vert seams) select w, (weld), do this on each joint till you have a tight seam, then un-select v, select, all joining patches , select S,( texture editor), hit L_map exit now you should have no seam an not even see the seam in the editor until you select the patch important tip for all mappers
if you are selecting verts or anything else and it goes bad ,stop....hit Ctrl- Z and backup,(undo) your error
then try it again till it works, only works if you stop at the moment the error occurs Ctrl Z
as for the lighting (new grid), and DeekCiti, has it right Ive had this many times, and breaking up floor and lid is the best way, remember to select S- normal to line up textures after you brake the up to have a nice even texture match |
|
|
|