TSE doesn't like lightmap_border_size
by Jesse Liles · in Artist Corner · 05/23/2006 (11:26 pm) · 2 replies
I'm having the normal issue of needing to change the lightmap_border_size to remove the green/pink lighting on my .DIF shapes. TSE is giving me a great headache, however. When I modify the lightmap_border_size value in the worldspawn in CShop, TSE is unable to load the .DIF complaining: Unable to read detail level 0 in interior. The same map loads perfectly when I return the lightmap_border_size to 0. I am using TSE MS3. DIFs that work fine with TGE 1.3/4 do not even load in TSE when this key is being used.
Here is an example if anybody would like to test/confirm this issue:
This one works:
This one doesn't:
I have changed the inside/outside_light_scale with some success but the green/pink edges are still visible when looking at extreme angles to the surfaces they appear on.
Here is an example if anybody would like to test/confirm this issue:
This one works:
// Generated by Torque Pipeline v1.1
// Worldspawn Entity
{
"classname" "worldspawn"
"ambient_color" "0 0 0"
"brush_light_is_point" "0"
"detail_number" "0"
"disable_structural_collision" "0"
"geometry_scale" "32"
"inside_light_scale" "32"
"lightmap_border_size" "0"
"min_pixels" "250"
"outside_light_scale" "32"
"mapversion" "220"
"emergency_ambient_color" "0 0 0"
// Brush
{
( 32 -32 -32 ) ( 32 32 -32 ) ( -32 32 -32 ) ALGAEBRICKS [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 32 -32 32 ) ( -32 32 32 ) ( 32 32 32 ) ALGAEBRICKS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 32 32 32 ) ( -32 32 -32 ) ( 32 32 -32 ) ALGAEBRICKS [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 32 -32 32 ) ( 32 -32 -32 ) ( -32 -32 -32 ) ALGAEBRICKS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 32 32 32 ) ( 32 32 -32 ) ( 32 -32 -32 ) ALGAEBRICKS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -32 32 32 ) ( -32 -32 -32 ) ( -32 32 -32 ) ALGAEBRICKS [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
} // Worldspawn EntityThis one doesn't:
// Generated by Torque Pipeline v1.1
// Worldspawn Entity
{
"classname" "worldspawn"
"ambient_color" "0 0 0"
"brush_light_is_point" "0"
"detail_number" "0"
"disable_structural_collision" "0"
"geometry_scale" "32"
"inside_light_scale" "32"
"lightmap_border_size" "1"
"min_pixels" "250"
"outside_light_scale" "32"
"mapversion" "220"
"emergency_ambient_color" "0 0 0"
// Brush
{
( 32 -32 -32 ) ( 32 32 -32 ) ( -32 32 -32 ) ALGAEBRICKS [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 32 -32 32 ) ( -32 32 32 ) ( 32 32 32 ) ALGAEBRICKS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 32 32 32 ) ( -32 32 -32 ) ( 32 32 -32 ) ALGAEBRICKS [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 32 -32 32 ) ( 32 -32 -32 ) ( -32 -32 -32 ) ALGAEBRICKS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 32 32 32 ) ( 32 32 -32 ) ( 32 -32 -32 ) ALGAEBRICKS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -32 32 32 ) ( -32 -32 -32 ) ( -32 32 -32 ) ALGAEBRICKS [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
} // Worldspawn EntityI have changed the inside/outside_light_scale with some success but the green/pink edges are still visible when looking at extreme angles to the surfaces they appear on.
#2
EDIT: Four days later I've still had no luck on this.
05/25/2006 (4:19 pm)
I guess I'll see what BeyondCompare has to say about it when I get home.EDIT: Four days later I've still had no luck on this.
Associate Tom Spilman
Sickhead Games