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Major lighting issues.

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Created 10 years ago
by LilRobot
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hiya. encountered a very fun error in my map. a major lighting issue that has been boggling my mind for about a week now.
before you ask: i have placed light grid volumes in every area of the map, as well as reflection probes and sealing the map off with caulk textures.



that image is with sunisprimarylight set to 0, but when set to 1, all models on the map, including viewmodels, will take the ambient light's color. right now between the center and radius of this specific light, the viewmodel will take the ambient light when between the center and radius of the light. it's very obscure.

attempts to change _color to pure white causes the same undesirable issue.
Last Edit: June 29, 2014, 01:31:43 am by LilRobot
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The blue models are models with specular maps reacting to the ambient light color of your worldspawn. Change your ambient light color or lower the ambient light level. It shouldn't be higher than 0.30 and most maps shouldnt have it above 0.15. Your ambient color should be very close to white, with a very small amount of color thrown in (see here for example settings: http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Worldspawn_Settings ).
Last Edit: June 29, 2014, 02:09:35 pm by SajeOne
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-snip to conserve space-
it looks like my worldspawn settings--which were initially based off of der reise--have varied a bit. i'll edit this with results.

after applying Der Reise's worldspawn settings, results are semi-desirable. the obscure blue models now have the color i wanted. (except for the mule kick machine), but the light is still ignoring the viewmodel.

Last Edit: June 29, 2014, 01:45:23 am by LilRobot
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Do you have a skybox model, skybox brushes enclosing the map, a lightgrid volume, and a lightgridsky volume? What's your ambient level set to in worldspawn?
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Do you have a skybox model, skybox brushes enclosing the map, a lightgrid volume, and a lightgridsky volume? What's your ambient level set to in worldspawn?

i do have a skybox model, and i'm not sure what you mean by skybox brushes. i do have lightgrid volumes for every area, and where should i put a lightgridsky volume?

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It goes right on top of your lightgrid volume, still within the skybox. it should be the same length and diameter as your lightgrid volume.

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Actually I was wrong, this is how you use it: http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Gridfile
so i stack a lightgridsky above my regular lightgrid volume? interesting. i'll do this in the spawn area and edit with results.


i expected as such. skybox lightgrids ignore ambient settings it seems. there wasn't really any improvement on doing it like the article had mentioned.
Last Edit: June 29, 2014, 02:31:39 am by LilRobot

 
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