Smooth lighting/geometry???
by Woody · in Constructor · 12/19/2007 (9:44 am) · 4 replies
Does anyone know techniqes to get te lighting to be smooth across the geometry better? I can't figure out if it's the brush angles causing the geometry to not be smooth, which in turn affects the lighting, or if it's only the lighting that makes the triangles show so badly? I basically have a bunch of wedges next to each other that forms a grid of sorts, then tweak the verts to deform the terrain, walls, and ceiling of my caves.
#2
That being stated, try and use a few dim lights with a very large radius, place them as far from your brush face as possible.
Im assuming you have already found and fiddled with the light map size setting,and other light preferences.
12/20/2007 (10:10 am)
Using BSP for caves is not the most optimal, it will be very hard to get any type of lighting even and smooth across the BSP face. If it were me i would use DTS, understanding that your collision needs do not NEED to be perfect to be believable, and use collision blocks to keep the player out of the walls.That being stated, try and use a few dim lights with a very large radius, place them as far from your brush face as possible.
Im assuming you have already found and fiddled with the light map size setting,and other light preferences.
#3
12/26/2007 (11:43 pm)
It sounds like the lighting isn't detailed enough for the geometry size/complexity. Try increasing the lighting quality by reducing the lighting scales contained in the world spawn entity.
#4
Any other suggestions?
01/22/2008 (9:38 am)
Sorry guys, just getting back to this now. I have messed with the lighting scale at 2, and I can't use a general dim lighting technique because it has to be pitch black in the non-lit areas. Originally, we had to use DIF because the lighting (flashlight-type) was asbolutely horrific on DTS walls, as it only lit based on the verts in TGE. We are now in TGEA, and DTS lights much better, but we now have the assets built in DIF format. Plus, we were using DIF also to be able to portal out sections that may contain large amounts of polygons (like a supplies area).Any other suggestions?
Torque 3D Owner Andrew Brady