OrbWeaver on 16/3/2005 at 17:37
Make sure that "Shadow Detail" in the game options is set to the highest possible value.
Also check your "Light Cutoff" setting - move it all the way to the left to have less light cutoff.
Texture flashing is often caused by coincident surfaces (if you overlap two identical meshes in the same place). I do not know if the above lighting settings would affect this also.
Fingernail on 16/3/2005 at 17:50
Quote Posted by scumble
Your skills of inference are finely honed, I see.
I know kung-fu.
SneaksieDave on 16/3/2005 at 18:18
Too dark? You guys play Thief on those monitors? I personally would have just pasted them into an image editor and bumped the gamma, but hey.
Okay, here are brightened versions.
(
http://img106.exs.cx/my.php?loc=img106&image=lighteditor4blind5ds.jpg) editor (brightened)
(
http://img106.exs.cx/my.php?loc=img106&image=lightgame4blind2ca.jpg) game (brightened)
The originals still exist, above.
Edit: I don't use bloom, and it's not overlap - but the light cutoff setting suggestion might be a good one... though I never changed it. Perhaps it's different in the editor's default settings.
Any ex-Ioner have any idea? Surely you guys experienced this in working with this editor for thousands of hours?
Renzatic on 16/3/2005 at 18:55
Are the trims seperate brushes? It looks sorta like a BSP error to me...
SneaksieDave on 16/3/2005 at 19:05
Renz: no, the trims are static meshes. In fact, I've found that problem almost exclusively (but not completely! I have it happening on some BSP too) on meshes.
But anyway.......... *drumroll* :)
Problem solved. Thanks for the suggestions, especially rewclough and OrbWeaver. It was in fact light cutoff. If I remember correctly, there was some discussion on the ISA forum about that slider being counter-intuitive, designed backwards, that a higher value means less cutoff (and thus higher detail level). To verify, with the slider all the way right, looking into a semi-large room, I lose 1-2 fps. Well, that solved it. I slid light cutoff all the way right, and the problem is gone on both meshes and BSP. :) It looks just like the editor now.
Hope this helps others.
Mandrake on 16/3/2005 at 19:27
Quote Posted by SneaksieDave
Renz: no, the trims are static meshes. In fact, I've found that problem almost exclusively (but not completely! I have it happening on some BSP too) on meshes.
But anyway.......... *drumroll* :)
Problem solved. Thanks for the suggestions, especially rewclough and OrbWeaver. It was in fact light cutoff. If I remember correctly, there was some discussion on the ISA forum about that slider being counter-intuitive, designed backwards, that a higher value means less cutoff (and thus higher detail level). To verify, with the slider all the way right, looking into a semi-large room, I lose 1-2 fps. Well, that solved it. I slid light cutoff all the way
right, and the problem is gone on both meshes and BSP. :) It looks just like the editor now.
Hope this helps others.
The light cutoff slider being set fully to the right is in fact the default setting - as I have never changed that setting after a recent fresh install, and its set to the right. You must have changed it at some point...
Komag on 17/3/2005 at 02:36
The light cutoff slider is not backwards - you set it all the way to the right to get the longest light distances, just like it should be with all the settings (to the right is "better")