Lighting Woes

Dario D.

Spy
Joined
Nov 30, 2004
Messages
710
Reaction score
0
The upper floor of an apartment in my map has really terrible lighting that flickers and changes as you walk from room to room.


1: Why?

2: This is with "fast" compiled lighting. Should "full" compiled lighting fix it?
 
Do you use any textures that has 'props' somewhere in the location or name? That might be it.
 
Well, the surfaces that are poorly lit are using plain ol' "wall" textures.

Note also that the lighting "changes" as you walk through :\
Been getting this problem for days, with "fast" compiling.
 
Try a full compile. If that doesn't solve your problem. The're a multitude of different ways that could be happening.
 
PvtRyan said:
Do you use any textures that has 'props' somewhere in the location or name? That might be it.

Oops, I guess I did. Ty, it's working now.

Why are some perfect, high-quality textures wasted as prop textures?
 
Not wasted. If you want very processor and gfx card cheap objects with high detail, you need polygonal models. If a texture has model/ in the path it will light differently. Model textures use the VertexlLitGeneric shader I beleive and respond to all dynamic and static lightsources to some degree.
 
I'm really not trying to be rude here, but you should really be using the search button before you post a question......I'm starting to get sick of seeing a billion, "why does my lighting flicker" threads when if you had only searched first you would have found your answer. And really, if you don't use the search button, you should.....you'd be amazed at how quickly you can find answers sometimes.
 
I use Search without fail. 2 Search windows were open when I saw your reply to this in Outlook...

Just rushing without research sometimes as these are the final hours before the contest deadline.
 
Back
Top