YouGroove Posted February 3, 2014 Share Posted February 3, 2014 Using simple materials and maps, we can see a glicth inside some sort or room. How to test : - Launch LE3 and create a new map - Dezip attached Zip - Put "start.map" on your "maps" folder - Copy "myMats" forlder from zip on your "Materials" directory - In Editor, load new map and run the game, move camera inside the sort of house to see the problem. bugs.zip Stop toying and make games Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 3, 2014 Share Posted February 3, 2014 Looks like light leakage. Link to comment Share on other sites More sharing options...
gamecreator Posted February 3, 2014 Share Posted February 3, 2014 Would be nice to see it at a higher resolution and maybe closer. Doesn't light leakage occur at or near corners? That looks like it's a ways down the walls. Link to comment Share on other sites More sharing options...
YouGroove Posted February 3, 2014 Author Share Posted February 3, 2014 When moving camera near it , it don't shows, only at some distance. You have the map and materials to test it also. Another simple example : It's related to BSP as geometry is really different from real EXTRUDE function from 3D modeling software. (For example the level above would be one model only with traditionnal modeler) Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted February 3, 2014 Author Share Posted February 3, 2014 Just remade the model and exported from Blender : No more BSP seams issues. But now there is shadows glicthes on simple model. Another problem : trying to apply a material to the material it don't shows ? The model has UV Mapping, perhaps it's UV Mapping is too small values ? room.zip Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted February 3, 2014 Share Posted February 3, 2014 It's working as intended. You might want to increase the lighting quality. With shadow mapping, a little extra padding has to be given to the depth test or you will get shadow acne, since the shadow map has a limited resolution and the luxels cover an area larger than one screen pixel. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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