rujuro on 17/3/2005 at 19:15
I have some lights very high up in a very large brush, they are no-shadow omnis. When I move them above a certain height threshold, the illumination on the static mesh that is near them just pops off, when I move them back down, it pops on. Has anyone encountered this? Know what to do or what might be the cause? Thanks.
toolman on 18/3/2005 at 02:03
What height does the cutoff occur at?
rujuro on 18/3/2005 at 03:17
Looks like it happens around 4500 in the Z. Weird thing is I'm pretty sure the same lights worked fine until I added more elements to the scene. I'm wondering if additional brushes or static meshes or maybe even a BSP hole are causing it. Or maybe I screwed up some setting somewhere.
Any ideas?
toolman on 18/3/2005 at 03:56
that all? :)
ok i just copied pasted my meager 1800ish map on top of each other a few times and put a few flashing lights at the bottom. Ran the game, was viewing down from about 5200. Displayed everything fine... if a little laggy.
This is with a crap load of static meshes, not many brushes.
Maybe 30 lights including a couple of omnis.
So in short.. no ideas. Will have more of a fiddle with it tommorow.
rujuro on 18/3/2005 at 04:00
Thanks, I'm going to keep looking for a cause on my end. I've noticed that if there are any holes in a static mesh it can cause some weird anomalies. I'll have to check my meshes carefully.
rujuro on 18/3/2005 at 04:40
One more discovery, when I'm outside the world, the light casts fine. Meaning when the camera is in empty space looking into the subtracted space. As soon as I move into the world, the height threshhold kicks in. Also, the bigger the light radius, the higher I can move it before it cuts out.
Weird stuff. Thought it might be a shadow thing, since shadows don't display outside the world, but it's a noshadow omni.
EDIT: Figured it out, no idea why it works though. I had to extend some additive brushes so that there was brushwork extending as high as the light (possibly touched by the light) and it started working. There were only static meshes there before.