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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Rogue texture lighting
Afroman
General Member
Since: May 18, 2006
Posts: 8
Last: Dec 10, 2006
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 06:05 pm
Can anybody help?. It's driving me to distraction, no matter what I try (remaking the brushes, re-alinging the textures) nothing works. The textures appear either too bright or too dark. ie note the screenshots. I'm now at the stage of abandoning the project completely. Radient is such a frustrating beast...[banghead]

Church entrance hall

Church, back view
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cybershot
General Member
Since: Dec 29, 2005
Posts: 944
Last: Mar 4, 2018
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Nov. 19, 2006 06:35 pm
it looks fine to me. i don't see a problem. who cares if it's to bright. your the only one who will notice it. anyone else will be to busy playing the game
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Monday, Nov. 20, 2006 03:27 am
good point cybershot.

if it really bothers you, find another texture. if you ask me, that looks like a ledge texture, and that never works well with curved objects.

nice looking church btw.

edited on Nov. 19, 2006 10:27 pm by FlesyM
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Afroman
General Member
Since: May 18, 2006
Posts: 8
Last: Dec 10, 2006
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Monday, Nov. 20, 2006 09:18 am
Thanks for taking a look but there seems to some confusion over which textures I mean. The first is the light texture inside the church entrance where obviously all should be in shadow, the second is to the left and to some extent to the right of the middle window in the back view. Both areas are in full sunlight and should logically contain shadow. Only happens when you clip the wall around a curved object.

Sorry for being a pest, I just want to do as good a job as I can with the available tools.

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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoD2 MP Mapping
Posted: Monday, Nov. 20, 2006 10:29 am
this has to do with how the compiler handles lightmaps on brushes, i assume you have a square brush above the church entrance (see the blue square on the pic).
if you compile on fast and standard samplescale the compiler calculates the brightness of each lightmap square, so if those squares are rather larger you get lightbleeding or blurry shadows.
to solve this you can try to clip the brushes following the red lines on the screen;



i hope you understand this, it's a bit hard to explain cause i;m not a native english speaker[duh]
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