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Post by MaRiNe [Q2C] on Oct 5, 2015 19:50:47 GMT -5
So I've been working on a new Q2 SP level that is close to completion and I'm now ironing out the details. One thing that bugs me that I can't seem to fix is the following lighting "effect" that sometimes occurs when I have a light source slightly sticking out: How do I prevent this from happening? I imagine it's related to the player clip brushes I have on either side, but I need those in the level: i.imgur.com/r197ICY.jpgThank you in advance! I use Trenchbroom v2.0, QBSP3, QVIS3 and QRAD3.
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Post by knightmare on Oct 6, 2015 1:31:08 GMT -5
Did you try stretching the clip brush horizontally as well as vertically away from the light?
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Post by MaRiNe [Q2C] on Oct 19, 2015 9:14:01 GMT -5
Yeah, I tried that out too. I even tried out to have it be just a single clip texture as opposed to one on each side.
I can get rid of the problem if I make the texture itself a light source as opposed to adding a light entity in front of it, but I really want to use colored lighting for that area, so I guess I'll have to tolerate it.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 20, 2015 7:27:47 GMT -5
Just make the light brush flush with the pillar brush. I've done that a lot with no problems or if the pillar isn't something touching the void then make it a func_wall and then you won't have the problem.
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