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Light quality regression? #171

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JackViney96 opened this issue Sep 4, 2017 · 2 comments
Closed

Light quality regression? #171

JackViney96 opened this issue Sep 4, 2017 · 2 comments

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@JackViney96
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There seem to be some issues with 0.15.10's light.exe still. Here's what I get when I compile with that build:

https://i.imgur.com/Tuub6Pe.jpg (-extra4 -soft)

and here's what I get when I use 0.15.9

https://i.imgur.com/J1dwbIt.jpg

It's not perfect either actually, but in general it generates far fewer hard edges/seams.

,map file: (change the file extension obviously)
adventjam_pritchard.map.txt

@ericwa
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ericwa commented Sep 15, 2017

Investigated a bit.. (btw I adjusted the _sun_mangle to 0 -90 0 to match your screenshot.)

Seems like there are two things contributing to seams.

  • 0.15.10's light.exe really needs tjuncs to work properly, and qbsp only generates them if the map is sealed.
  • 0.15.10's -soft flag seems to be broken, at least, it generates a strong seam.

My screenshots:

  • not sealed, light args: -extra4
    spasm0000
  • sealed, light args: -extra4
    spasm0001
  • sealed, light args: -soft -extra4
    spasm0002

@ericwa
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ericwa commented Sep 16, 2017

I tweaked -soft in 7252ba7 and it looks better now:

spasm0005

that is with -extra4 -soft and the map sealed.

I realize having seams appear when the map is unsealed is annoying, made an issue for that #177

@ericwa ericwa closed this as completed Sep 16, 2017
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