R_Yell Posted December 14, 2007 Report Posted December 14, 2007 Would be really helpful if someone has a solution for this. I noticed this issue in 2 areas, each one in a different map. Once a player is there its model gets almost pure black, but surrounding brushes have much more residual light. Most of the surrounding geometry isn't solid in both cases and there are displacements used as ground. Lighting is light_env only in those areas, the one bounced by other surfaces, not direct. Could it be related to some vrad issue? I mean not using -final, or needs some special parameter? BTW, FoF is a week away of release
Skybex Posted December 14, 2007 Report Posted December 14, 2007 I had an issue like this recently. The cause was because the player model was taking lighting from a face that was underneath the displacements. Was fixed by lowering the brushes all the way down to the no draw material underneath.
R_Yell Posted December 14, 2007 Author Report Posted December 14, 2007 Thanks, hmm I'd say there aren't faces underneath the displacement, maybe partially, but very slightly anyway.
R_Yell Posted December 14, 2007 Author Report Posted December 14, 2007 I had to convert some func_detail into solid. Very weird, none of those had overlaps or was under something, but it's fixed and vvis will be slightly worse only. The concern was those cowboys started to act like ninjas trying to hide in the shadows
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