Does anyone know how to avoid making the leak points?
by ysun · in Constructor · 10/13/2007 (7:09 am) · 9 replies
Hello, Does anyone know how to avoid making the leak points?
Thanks.
Screenshot:

Thanks.
Screenshot:

About the author
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#2
Hope GG can resolve this problem in the next release. No one wants their buildings shinning in the game like stars.
10/22/2007 (5:59 am)
I guess this problem is caused by the infinite decimal fraction of the measurement in Constructor.Hope GG can resolve this problem in the next release. No one wants their buildings shinning in the game like stars.
#3
11/05/2007 (8:34 pm)
Hope the leak points problem can be fixed in the next release.
#4
texels:
Tim Gift, Sept 20, 2001; wrote:
11/16/2007 (11:30 am)
It has to do with how you're constructing your building, in reference to the lightmap settings. I haven't figured it out completely, but I have gotten mine to look a lot better with only a very small amount of "light leaks" or bleeding light across the brush edges. If i get it pinned down, i'll let you know. I noticed on the export that the map2dif seems to help a lot...but then again, you can only make your models so complex or the map2dif will crash. Crazy stuff... Quote: light_geometry_scale / geometry_scale = # of texels per Torque Meter
texels:
Tim Gift, Sept 20, 2001; wrote:
Quote:
The textures are 256x256 and stretched over an 8x8 grid of squares, so each terrain square (8mx8m) is covered by 32x32 texels. This makes the terrain about 4 texels per meter, as compared to the interiors which usually have 32 texels per meter. Much lower resolution, but then the interiors don't need to cover as much visible area :)
#5
11/23/2007 (1:24 am)
Thanks, J, waiting for your good news. ;)
#6
Sun Yu, I found this very interesting...
If you adjust your fog color, fog distance, sky color and sky distance down to a low setting you can eliminate the bleeding edges completely. I'm thinking maybe the problem is in the sky.cc; could also just be a relation to how the interior renders in accourdace with the sky settings. I'm not touching the render part of the engine though...no way...
You could set a trigger that adjust the settings on enter/exit. But only for "solid" constructions(caves and the like). You wouldn't want to look outside and see a sun against a black sky.
I also have a client side distance setting that I put in using another resource, maybe it is effecting it also.
I haven't taken the time to set down and dig into the engine yet, but I will here in the next day or two. I was just thinking about that.
12/03/2007 (6:40 am)
More digging...Sun Yu, I found this very interesting...
If you adjust your fog color, fog distance, sky color and sky distance down to a low setting you can eliminate the bleeding edges completely. I'm thinking maybe the problem is in the sky.cc; could also just be a relation to how the interior renders in accourdace with the sky settings. I'm not touching the render part of the engine though...no way...
You could set a trigger that adjust the settings on enter/exit. But only for "solid" constructions(caves and the like). You wouldn't want to look outside and see a sun against a black sky.
I also have a client side distance setting that I put in using another resource, maybe it is effecting it also.
I haven't taken the time to set down and dig into the engine yet, but I will here in the next day or two. I was just thinking about that.
#7
01/13/2008 (7:59 pm)
I too am having the same issues and it is in no way consistent. I'm not sure what causes it.
#9
01/14/2008 (6:33 pm)
I have found this problem is sometimes caused by the 'unseen'(inside) brush faces being culled, be it with the NULL texture, or however Constructor's export path do it.
Torque 3D Owner Max
It might just be a constructor thing.
Pardon me if I'm wrong.