Discussion in 'Mapping Questions & Discussion' started by Solynth, Mar 11, 2009.
The edges of my light spots look pixelated:
Does anyone know how to fix this?
mess with the inner and outer cone angles to soften the edge of the cone, and/or bump up the lightmap scale on the walls.
Oh, I forgot I read about lightmap scales somewhere. Thanks.
Down, actually. Smaller lightmaps = more detailed.
Also it looks like you may have a leak, so you might not be getting any light bounces in VRAD.
I made the lightmap scale 4 and it still looks pixelated:
It may not look that pixelated but I did scale the picture down. You can especially notice it when you are standing in the edge of the light and the light on your weapon looks pixelated.
Another problem is that the light just cuts off, I want it to light the entire room, but there are dark patches.How do I check for leaks again?
Leaks are easily spotted in the compile log -> load pointfile if they are found.
And if I'm not mistaken "pixelated" light is pretty unavoidable (the size of the pixels can change however ). I supposed you should adjust your lights to have wider arcs.
looks like you have the angles backward. you have:
inner (bright) angle 30
outer (fading) angle 26
try inner 20, outer 40. see how that goes. you need to get the hard edge out of the lights themselves. you probably didnt really need to bump up the lightmap at all, just soften the light cone a bit.
That seems to have fixed it, thanks
The angles are related to you wanting them to light the whole room too. General lighting light_spots will often have an outer cone of 70-85 or so to throw soft light all over the place.
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