View Full Version : Jagged Shadows
03-20-2003, 03:45 PM
I'm getting these ugly jagged shadows produced by my sky box (I'm using skies/kejim_light)
Is this because I'm not doing a final bsp?
Or do I need to adjust the shader file?
If I do need to adjust it can you tell me how? thanks.
03-20-2003, 04:00 PM
A final BSP will produce a better look, this is for sure. Sometimes I run a final compile to see how thing will look like at the end.
If it looks ugly after compiling with the final compile settings, the you can alter the shader code. However an own copy of it you will alter would be better.
So... If you use sof2map for compiling, the try to play with the q3map_lightsubdivide <value> command to make lighting smoother.
With q3map the usin of q3map_skylight instead of q3map_surfacelight + q3map lightsubdivide combo will give you better results.
Finally you can maybe change the lightmap samplesize from 16 to 8 or less. This can be made with a switch in the compile command but I don't remember it exactly. You should take a look in the manuals.
03-24-2003, 11:55 AM
Thanks Leslie. The final compile did help get rid of the jagged shadow produced by the light emitting skybox. However, Iím getting this weird dark spot on a wall in one of my rooms, right where the wall and floor meet. It kindaí looks like a shadow of something but nothing is there. Also some of my textures have a noticeable seam where I had to clip a brush into pieces to make a door, even though I KNOW the textures are lined up correctly.
Are these problems with my compile process? I think Iím using sof2map, but Iím not sure. I just hit the bsp menu in radiant and pick an option. You mentioned changing some things in sof2map. How would I go about doing that? Is there a preference menu option or will I have to edit a text file or something?
03-24-2003, 02:50 PM
This is probably a so called light leak. Take a look at the Splash Damage forums (http://www.splashdamage.com/forums/viewforum.php?f=8). You can find a thread there about that. Just use search. :D
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