Strange Lighting Problem

matou

L2: Junior Member
Oct 25, 2008
86
20
I have this wierd problem with lighting leaking through a wall. Now i've read something before and have tried searching/looking for the post here that explained how to fix it but cant for the life of me find.

:D anyone care to link to me to it or explain to me how to fix?

http://i6.photobucket.com/albums/y233/marineau/walllighting.jpg

^link of the issue to help clarify my problem
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
You need a solid brush of world geometry with nodraw behind it with at least 16 units to block out that light. That displacement geo won't cut it.

Also, set shadows to off on that ruble model, so you don't have that gigantic black spot.
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Thanks, and yeah i did after turn off the shadows after i went to screenshot the room
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Also, set shadows to off on that ruble model, so you don't have that gigantic black spot.

Yeah, that gigantic black shadow is bad. However, I wouldn't suggest simply turning off the shadows on the model. Instead, deal with the shadows until your final few release compiles. When you start doing those then I'd use Youme's Removing Ugly Shadows tutorial to get the model to cast accurate shadows. Same thing for those security fences and track models. The compile methods in the tutorial add a LOT of time to your compiles, so they should only be used for late beta and release compiles.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Yeah, that gigantic black shadow is bad. However, I wouldn't suggest simply turning off the shadows on the model. Instead, deal with the shadows until your final few release compiles. When you start doing those then I'd use Youme's Removing Ugly Shadows tutorial to get the model to cast accurate shadows. Same thing for those security fences and track models. The compile methods in the tutorial add a LOT of time to your compiles, so they should only be used for late beta and release compiles.

Sometimes it's better to leave shadows off completely rather than making accurate ones, especially in a case like this.