Game Development Community

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:
// 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 Entity


This 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 Entity

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.

#1
05/24/2006 (12:09 am)
I've had the same problem myself, but haven't gone and tracked it down. Maybe something got missed in the merge with 1.4?
#2
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.