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Thread: Interior Lighting issue

  1. #1
    Driven by the B-Mashina Higuy's Avatar
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    Interior Lighting issue

    I have a pretty annoying issue when it comes to large, indoor BSP's and lighting. For some reason, when running lightmaps, Halo likes to think that I have no ceiling, so the light just bleeds in through the top. I've tried adding more portals and such, but It hasn't really helped that much, if at all. However, the gltich does not effect the lighting of the ceiling, as it seems to be lighted correctly... just not calculated for the rest of the geometry that its actually there. With smaller parts of maps I do not have this issue. Any help would be most appreciated.
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  2. #2
    Slumdoge Millionaire Rentafence's Avatar
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    Re: Interior Lighting issue

    The first thing I could think of is something messed up with the shaders. Are you using any custom materials on the faces where light is bleeding through?
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    Driven by the B-Mashina Higuy's Avatar
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    Re: Interior Lighting issue

    No. The issue happens one two bsps - one is the Hangar from a10, while the other is a custom bsp. Both use stock materials though for the most part. The part were it is bleeding through is not custom though.
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  4. #4

    Re: Interior Lighting issue

    Could you get a screenshot?
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  5. #5
    Driven by the B-Mashina Higuy's Avatar
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    Re: Interior Lighting issue

    Sure. I'll post one of the hangar as an example...



    As you can see, there is pure sun light dropping in, however its clearly in a enclosed space. There is literally no area at all that you can see sunlight. In the other bsp you can see the sky but not the sunlight at all.
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  6. #6
    Driven by the B-Mashina Higuy's Avatar
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    Re: Interior Lighting issue

    Any help on this at all??
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  7. #7

    Re: Interior Lighting issue

    All I can think of is putting a plane above the hangar and have it facing upwards. Give it some simple, blank texture and make it two-sided just in case.

    It may be a "duct-tape and bailing-wire" solution, but it should work.

    EDIT: I think the problem is that because the ceiling is facing down, there is no geometry on the other side to prevent light from filtering through. I'm not sure how they worked it out in the campaign, but this solution is the best I've got.
    Last edited by NneYaTano; June 16th, 2012 at 09:29 PM.
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  8. #8

    Re: Interior Lighting issue

    ^
    autumn was set in a dark environment with nothing but lights, lighting up the atmosphere. The maw actually has an exterior, and i dont recall that the hanger is enclosed ontop by the top of the ship. Seems like its a problem with the geometry somewhere. Id just cover it up with a solid black plane on all sides so no lighting gets in.

    Also someone needs to make use of the hanger from that map Launch Bay X
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  9. #9

    Re: Interior Lighting issue

    I think the hanger on that level had a different sky tag. x10sky or something. It's been awhile, just go in and change those parts of the BSP to that sky. I would think that will fix it.

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  10. #10
    Slumdoge Millionaire Rentafence's Avatar
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    Re: Interior Lighting issue

    AFAIK the lighting solution sees all geometry as being double sided. There is probably something else funky that's going on.

    E: And now that I think about it, I can't picture any sort of scenario in my head where you could have a light source emitting light through a backface when the world is sealed.
    Last edited by Rentafence; June 16th, 2012 at 10:40 PM.
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