Odd Constructor Lighting Issue
by Max Thomas · in Constructor · 03/10/2009 (1:25 pm) · 5 replies
Hey guys,
Sadly I've browsed over the constructor forums and found nothing pertaining to the issue I'm having here. On the pillar to the right of the picture, and large wall in the back of the picture it appears as though there's some odd vertex lighting issue, or only a single tri on a face is getting lit correctly. Does anyone have any light to shed on this?

Sadly I've browsed over the constructor forums and found nothing pertaining to the issue I'm having here. On the pillar to the right of the picture, and large wall in the back of the picture it appears as though there's some odd vertex lighting issue, or only a single tri on a face is getting lit correctly. Does anyone have any light to shed on this?

#2
Thanks, Max
03/10/2009 (2:53 pm)
Thanks for the quick responce. I gave what you suggested a shot and was able to fix up a few places. But 95% of the light issues remain. Are there any other things that could explain this issue?Thanks, Max
#3
03/10/2009 (3:22 pm)
It could possibly be from the fact that your brush are very large, not allowing room for a more detailed lightmap. If this is the case, it can be fixed by duplicating the problem brush and editing so you have 2 or more building the same shape. Also settings in 'worldspawn' light_geometry_scale could be adjusted.
#4
03/10/2009 (4:17 pm)
I would second Caylo's suggestion about trying multiple brushes in place of one large one.
#5
Thanks so far guys.
03/10/2009 (4:25 pm)
I'll give trying multiple brushes in places of singular larger brushes and report back here how that turns out. It just doesn't make sense to me how some large brushes work perfectly fine, where others decide to get all funky for no clear reasons. Also, for some odd unknown reason.. When I adjust light_geometry_scale to any power of 2 under 8 constructor crashes my computer..Thanks so far guys.
Torque 3D Owner Caylo Gypsyblood
Do a 'Generate export preview' (Alt-p) with an viewport set at 'shaded' and see if that triangle sliver is originating from, or pointing to any BSP cuts. If so thats where the error originates from.