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InsideQC Forums • View topic - problems in darkened room

problems in darkened room

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problems in darkened room

Postby el_rolas » Wed Mar 21, 2012 9:37 pm

I'm doing a map for quake 3 and i dont why I have this problem

it is supposed to be a darkroom but there is a light filtering of the other room

Image

does anybody know how can i fix it?
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Re: problems in darkened room

Postby metlslime » Thu Mar 22, 2012 2:44 am

thicker walls?
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Re: problems in darkened room

Postby mh » Thu Mar 22, 2012 6:18 pm

Make them overlap where they meet. It's probably a hairline crack letting light filter through (which may be caused by a combination of your walls not being grid-aligned and floating point precision falloff).
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Re: problems in darkened room

Postby Chip » Fri Mar 23, 2012 7:05 am

I have the same problem with walls being perfectly aligned to grid.

It's either floating point precision, or try to overlap your brushes.




Fear not the dark, but what the dark hides.
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Re: problems in darkened room

Postby goldenboy » Fri Mar 23, 2012 5:40 pm

obvious hint; don't let rooms share walls unless necessary.
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Re: problems in darkened room

Postby Chip » Sat Mar 24, 2012 12:14 pm





Fear not the dark, but what the dark hides.
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Re: problems in darkened room

Postby goldenboy » Sat Mar 24, 2012 6:00 pm

It's not really incorrect, since there usually is no right or wrong here.

I've found it more practical to build two separate boxes, so to speak, in cases like this. It might be smart to leave a good bit of void between them, too.

1. It makes it a bit harder for light to travel through hairline cracks

2. Each room now has its own walls, and changes you make to the wall (such as using the clipper to create details or use multiple textures "per wall") only affect one room instead of both

3. Enough void between rooms helps to restrict ambient sounds to one room or the other

4. Easier to box select one area but not the other

5. Each room can be changed / extended without affecting others (this is another reason why you want some void between them, you might need the space in the future)

There are probably more advantages than listed.

I started e1m2rq, for example, when I was still pretty new to mapping (2007 or early 2008). I often didn't follow this rule because I falsely thought it was somehow more efficient to have the rooms share walls. What can I say, this came back to bite me in the ass later when I was splitting the walls to accomodate more textures, and again when I later wanted to change these rooms.

It's no iron law, just common sense I think.
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Re: problems in darkened room

Postby Spiney » Sat Mar 24, 2012 10:13 pm

You can make the walls and floor meet at a 45° angle on every axis. Might take a few more brushes, but it don't leak light that way.
Also, if the floor is a single brush, it might be because of low lightmap resolution + bilinear filtering.
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