Game Development Community

Complex Interior Issues - "Green Highlighting

by Chris Mooney · in Artist Corner · 11/09/2006 (2:58 pm) · 5 replies

Well, as I stated in the topic, I have some very strange issues with a complex interior.

From experience and searching for answers, I've come to the conclusion I need to make alot of the brushes within the rooms detail. I'm about to try this, but if im wrong or someone has some tips I would much appreciate it. I have a nasty habbit of not using detail for brushes.

The DIF is 5,204 brushes, all structural, no portals. Im using what I call a poor mans portal, basicaly a box surrounding the entire structure, as im not interested in ambient lighting. Just light_omni driven lighting, Its sort of a sun shield :). I did consider that to be a possible cause but even if removed there is still damage - which is in the form of "green highlighting" the texture is there, it just has a semi-transparent green layer. Also some of the textures appear to be missing but only on certain brushes, on others the textures are fine. Although some brushes appear not to be affected.

Im pretty sure its to do with the complete lack of detail brushes. The interior is made up of 2 large rooms and about 10 smaller ones, with high amounts of detail in the 2 larger rooms, by "high amounts of detail", I basicaly mean things that should really be left to DTS, but it wasnt practical in this situation. Sorry im trying to be as detailed as possible without breaching non-disclosure agreements.

I dont really consider the green-highlights and other issues todo with the actual omni lights, but the parameters im using for lights:

light_omni
color - 106 106 106 (a grey tone)
falloff1 - 250
falloff2 - 700

Anyway, if anyone has any tips or ideas, or even to confirm im heading in the right direction. It would be greatly appreciated :).

Thanks

Chris

#1
11/09/2006 (3:24 pm)
A sun shield is pointless when you can just set the ambient/color to 0.

I'm pretty sure this has nothing to do with detail brushes. It should be able to handle those brushcounts easily. I'm looking forward to see what others think about this.
#2
11/09/2006 (5:08 pm)
Well, yeah true about the sunshield, but there are other objects in the same .mis, then again I could always create another mission lol. Anyway, thought you would like to see the "sun shields" exterior... This is a plan view in TGE. What your seeing is actually made up of 5 brushes, for some reason the result is this:

www.texelmonkey.com/images/tiledquestion.JPG

Pretty, but strange lol. Also note some green peaking through :\.

Chris
#3
11/10/2006 (6:36 am)
I've been working on it most of today, basicaly through trial and error. It appears as though it may indeed be the need for detail brushes. I havnt actualy got around to changing to detail brushes yet, but from deleting certain thin brushed "objects", the green highlighting has almost completly gone except in a few places.

I will post my results later, but I still ask if anyone as any opinions, id be interested to hear them.


Chris
#4
11/10/2006 (7:15 am)
I have had interiors of alot higher brushcounts than what you mentioned, without detail brushes - yet I haven't seen any green colors appear.

Again, I have nothing useful to add.. I just hope you get it sorted :)
#5
11/10/2006 (8:02 am)
Thanks Stefan :),

I actualy just figured it out, I had probabley around 300 small brushes touching one (the floor), thus it appears to of caused the problem. I seperated the object by 1 unit from the floor and the green has gone :), It actualy seems to be partialy localized - the green highlighting in the other room i havnt changed there is a streak or two.

Yeah, in I dont know almost 4 years i havnt encountered this problem. Quite odd but at least It seems the problem is solved.

Thanks for the input Stefan!

Chris :)