Game Development Community

Light Seams

by none · in Constructor · 02/27/2011 (5:47 pm) · 3 replies

I know this has been asked 1000+ times, but I have literally tried every suggestion made on the forums and official support but I am still having this issue. I have made a city in constructor and I get the same problem every time I place it in the game world. In between every brush a seam of light can be seen, allowing the player to see the sky in a very narrow line. I've worked for a month on these buildings and would hate to have to completely remake them all. I have provided a picture below of the issue.

My current config is as follows:
-All brushes are structural
-Only regular HSR is enabled
-I'm using TGE 1.5.2 and exporting with the .DIF exporter.

Things that I've tried:
-Turning certain brushes into detail brushes.
-Also trying Detail HSR on.
-Setting all brushes to detail.

Things that've sorta worked:
-When all shapes are structural and have HSR on, only some of the seams remain, namely the ones right underneath the roofs have remained.

i383.photobucket.com/albums/oo275/PickledStudios/PROBREM.pngIn this picture you can see the light seams right above the garage door. They remain on everything but can only be seen at certain angles. Any and all help is appreciated!

#1
03/13/2011 (12:04 am)
Not sure if you have solved this problem... But what I found with playing with Torque 3D for the past couple days, is that if you make a 3D object, Torque takes the subcomponents into account.

What you should check, is where you have those breaks of light coming through, is to check that the two vertex lines are properly welded together.

I found that if I have say a ramp with a solid rail but the components are two different objects in Max, then I will get light bleeding from under the rail onto the ramp.
Whereas if they were a single component in Max, I don't have that issue.
#2
03/13/2011 (8:33 am)
Thanks for the reply Garth! I have snapped to grid all of the the brushes so that can't be the problem (I'm using constructor for buildings btw). I'm wondering if maybe its just an error from the Hidden surface removal.
#3
03/13/2011 (11:48 pm)
Try to define the materials you use in the materials.cs and set the doubleside to true. This will make your texture to have 2 faces, so you wouldn't see the sky from the seem. In stead you will see the inside of the building.

Hope this will help.