Hi,
I'm having some strange lighting artifacts in some specific places in my map ... and I don't have any idea how to fix this, so I'm posting here hoping someone already had the same kind of problem.
Here is a screenshot of the problem : (the blue lighting on the building facade)
As you can see with the other shadows on the screenshot (like the pillars shadow on the bottom right part), the light_environment has a different direction and color. (the blue color is the ambient color of my light_environment)
I don't see anything wrong in the compile log, and nothing related to lighting in the check map for errors neither.
I only have one light_environment, one shadow_control, no dynamic light, etc...
I tried compiling with only the light_environment (without all the other light and light_spot) and the problem was still there.
I tried compiling without the 3d sky, but it didn't help.
The only thing that "solved" the issue is to hide the last part of the map (I have round A and B linked together, but I separated C in order to optimize the map) ... which doesn't make any sense (and is obviously not a solution).
So, does anybody know what could create the ambient lighting to go crazy in some specific places ?
Thanks
I'm having some strange lighting artifacts in some specific places in my map ... and I don't have any idea how to fix this, so I'm posting here hoping someone already had the same kind of problem.
Here is a screenshot of the problem : (the blue lighting on the building facade)
As you can see with the other shadows on the screenshot (like the pillars shadow on the bottom right part), the light_environment has a different direction and color. (the blue color is the ambient color of my light_environment)
I don't see anything wrong in the compile log, and nothing related to lighting in the check map for errors neither.
I only have one light_environment, one shadow_control, no dynamic light, etc...
I tried compiling with only the light_environment (without all the other light and light_spot) and the problem was still there.
I tried compiling without the 3d sky, but it didn't help.
The only thing that "solved" the issue is to hide the last part of the map (I have round A and B linked together, but I separated C in order to optimize the map) ... which doesn't make any sense (and is obviously not a solution).
So, does anybody know what could create the ambient lighting to go crazy in some specific places ?
Thanks