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no light

Posted: Fri Jun 15, 2007 4:55 pm
by Tyrantworm
has anyone ever experienced this?

I have a map that has 5 enclosed rooms-meaning the only way to get to them is through a trigger_teleport.

when I compile the map, only one room doesn't light. all other rooms light but the one room looks like a map compiled with no light.

I am at a loss, this is a relatively new phenomenon in this map. The only thing I've added to this room is some no stick texture.

does anyone know some of the causes for why a map wouldn't light when compiled with light?

this might provide some insight? (wow, that was kind of cat in the hatish - I either need to drink more or actually go to bed)

Posted: Fri Jun 15, 2007 4:57 pm
by Foo
I think there has to be some form of 'physical' link between the rooms for the compile process to work successfully. Or at least, there's no guarantee that things will work reliably with completely isolated areas.

That said, sky portals may be an exception.

rooms connected

Posted: Fri Jun 15, 2007 5:08 pm
by Tyrantworm
so, currently, the rooms I have are just placed out there in the grid and there is no encompassing box around all the rooms, each room is self enclosed against the void.

are you saying if I bring my rooms close so that the brushes connect in some way, that that would solve my problem?

see, and I failed to mention this, the one room that is now not compiling, is the only room with a skybox. so, 3 enclosed rooms and one skybox room.

come to think of it, this issue started when I updated to gtk1.5 and began using the q3map from that version. I wonder is that q3map version is causing the problem. hmmm.

I shall have to play and find out.

Posted: Fri Jun 15, 2007 5:12 pm
by Foo
Could be, this is what I observed when I messed with unconnected bits of space, and I'm terming 'unpredictable results', because the issues I saw were pretty varied. Sometimes I'd just get odd VIS errors where walls would come out invisible or jumping in and out of view at inappropriate times. Other times I'd get a perfect compile.

You could try connecting the rooms via some thin tunnels (which could later be hidden as a drain or similar). Just butting the brushes up next to each other probably wont do it, it's the connection of the internal space that resolved a lot of the issues I saw.

shader work

Posted: Fri Jun 15, 2007 5:17 pm
by Tyrantworm
this might require some shader work.

I wouldn't be able to just skybox the one room, well, perhaps I could. my pathways don't have to be accessible. hmm.

I am also having shader issues in other areas. weird ones. I have 4 textures in the same shader, each with the same properties and only 1 works right.

this issue could be a result of what you are talking about.

I shall create some quick connecting structures and see if that changes anything.

thanks

Posted: Fri Jun 15, 2007 8:18 pm
by obsidian
Try sticking a spawn point in the room that doesn't light.

weird

Posted: Sat Jun 16, 2007 2:11 am
by Tyrantworm
turns out, light was compiling. the issue was skull4 was putting out so much light on the walls, that it was washing out the entire enclosure.

very strange.