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#1 |
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Guest
Posts: n/a
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Hey there, I appreciate you taking a look at this. I cannot, for the life of me make the light stop bleeding (out the sides of this enclosed shape (save the top and bottom).
What I'm doing: 1- Make a box Brush 2- Carve it out, ungroup, delete the caps 3- insert a light entity inside Questions: 1- Why does light bleed out the side of an enclosed brush? 2- Why do only the two sides inside the uncapped cube reflect light instead of all four? Any pointers?
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#2 |
![]() Join Date: Oct 2009
Reputation: 501
Posts: 2,602
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Try making your box without using the carve tool. If there is one thing you should know about the carve tool, its that you should never use the carve tool.
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#3 |
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Guest
Posts: n/a
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Try duplicating the enclosure on top of itself and applying the blocklight texture.
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#4 |
![]() Join Date: Oct 2009
Reputation: 501
Posts: 2,602
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I don't think you need to do that albany. I tried my suggestion, same setup as the original post except a manually created box. No light bleed, all insides of the box are lit.
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#5 |
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Guest
Posts: n/a
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*shrug* Whatever works.
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#6 |
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Guest
Posts: n/a
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Thank for the replies.
0ddity: I am unable to recreate your success by building my own box around the light source. How thick are the brushes around the light? Is this box placed against the wall? What kind of light is this? Thanks! |
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#7 |
![]() Join Date: Oct 2009
Reputation: 501
Posts: 2,602
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the box walls are 8 thick, its sitting about 24 off the ground with a light entity in the middle with all default settings.
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#8 |
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Guest
Posts: n/a
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0ddity- I will try this when I return home. 8 units is thicker than I'd like but it may be necessary. In your opinion (and to others reading), why isn't 1unit thick enough?
Regards. |
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#9 |
![]() Join Date: Oct 2009
Reputation: 501
Posts: 2,602
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I don't know, I didn't try it at 1 unit, if thats the thickness you're going for I'll give it a try.
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#10 |
![]() Join Date: Oct 2009
Reputation: 501
Posts: 2,602
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Ok I tried it with 1 thickness, works just fine. It seems that your method of making the box is messing with your lighting. It may seem like more work, but its always better not to use carve or hollow.
![]() ![]() The box with 1 thick walls. |
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#11 |
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Guest
Posts: n/a
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0ddity: Try moving the box until it is touching the wall. -Literally adjacent. Let me know what you see then. I doubt my boxed brushes are that messed up...but this is the internets and if there is a way to mess something up, it's been done here.
Thanks! |
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#12 |
![]() Join Date: Oct 2009
Reputation: 501
Posts: 2,602
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This is what happened when they box was touching the floor (or wall or whatever.)
![]() ![]() ![]() I can send you the hammer version if you want to see what it looks like. |
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#13 |
![]() Join Date: Feb 2008
Reputation: 271
Posts: 4,293
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If the brushes are func_detail, light bleed is possible.
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#14 |
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Guest
Posts: n/a
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Maybe the lightmap scale is too low? Though it doesn't seem so. Maybe also lift the box one unit up off the ground and see if that does anything
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#15 |
![]() Join Date: Jun 2005
Reputation: 4458
Posts: 2,470
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The light bleed could just be the result of a 16-size lightmap alongside a really small box. Set the lightmap scale to 1, recompile, and take a new picture SnCln. (Though, don't leave it that way for your next compile.)
"2- Why do only the two sides inside the uncapped cube reflect light instead of all four?" That seems to me to be a more serious issue. |
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