Tremulous Forum

Media => Mapping Center => Topic started by: Veggie on March 12, 2010, 04:38:28 am

Title: Another light bleeding problem
Post by: Veggie on March 12, 2010, 04:38:28 am
Hi all,

I've been having a problem with light bleeding which I haven't been able to completely fix so I was hoping I could get some insight from other people.  Here's what the light bleeding looked like originally the bleeding is happening near the columns on the balcony.

(http://i45.tinypic.com/aoolk5.jpg)
and
(http://i48.tinypic.com/1zvbadd.jpg)

I tried clipping the wall next to the balcony as someone suggested but it didn't work.  After a quick search I learned that I could set the wall to a func_group entity and set the _lightmapscale to 0.1.  This fix worked in the alien base seen below but didn't work completely in the human base. 
(http://i42.tinypic.com/33lfj87.jpg)
bleeding in alien base is gone
(http://i40.tinypic.com/whaz5l.jpg)
some bleeding in human base is gone, some is still there
How can I get rid of this remaining light bleeding?
Title: Re: Another light bleeding problem
Post by: Odin on March 12, 2010, 06:23:24 am
The bleeding occurs because the lightmap is being stretched across the same plain. Try clipping the floor where the walls touch(you should be doing this anyway).