cod2-sdk/docs/lighting/tuning.htm

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<title>Fine Tuning Your Lighting</title>
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<h1>Fine Tuning Your Lighting</h1>
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<h2>lightmap Editing</h2>
<p><b>Setting resolution</b> </p>
<p>You can set the resolution of the light map on a per face basis to get
sharper shadows in isolated areas. As a rule, you should not use values smaller
than 4. </p>
<p>To edit resolution an a per face level, go into lightmap mode by pressing
shift L. You will now see a checker pattern on the world. This is a
representation of the size of the light map pixel density. You can now select
the faces you want to edit. You are now able to change the mapping the exact
same way that you would edit texture placement. </p>
<p><b>Optimizing</b> </p>
<p>To make your map as efficient as possible, you should set the light map
resolution to lower values for areas that the player cannot go to or see up
close. </p>
<h2>Lighting Bugs</h2>
<p><b>Bleeding</b> </p>
<p>Light bleeding usually happens at the base of a wall or in a corner. You can
avoid this by making sure your wall edges are cut to fit. </p>
<p>&nbsp;</p>
<p style="text-align: center"><img src="lm_bleed3.jpg" width="600" height="450"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p>Terrain light bleeding is harder to fix. In COD2 this happened mostly with
walls that are placed in open areas. </p>
<p>&nbsp;</p>
<p style="text-align: center"><img src="lm_bleed.jpg" width="600" height="450"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p>To fix this, the terrain must be made to fit the brush wall. </p>
<p><b>black or glowing patches</b> </p>
<p>Black or glowing patches can occur on any patch surface, but it mostly
happens on decals that are placed on walls. </p>
<p>&nbsp;</p>
<p style="text-align: center"><img src="lm_dark.jpg" width="600" height="450"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p>To fix black or glowing faces, go into light map mode (shift L) and use
natural mapping on these patches. </p>
<p>In some cases, there is a decal floating over the surface. To fix this, move
the decal so that it is not floating. </p>
<p><b>Seams and Stretching</b> </p>
<p>Light seams and stretching are breaks in the continuity of the UV<55>s on a
light mapped surface. This is common on patch surfaces, but can also appear on
brush surfaces as well. </p>
<p>&nbsp;</p>
<p style="text-align: center"><img src="lm_cont2.jpg" width="600" height="450"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p>To fix light seams, go into light map mode (shift L) and edit the mapping
until it is continuous. </p>
<h2>Model Tweaking</h2>
<p>If you see a static model that looks too bright or too dark, you may be able
to fix it by moving it slightly into or out of the direct light. </p>
<p>&nbsp;</p>
<p style="text-align: center"><img src="lm_model.jpg" width="600" height="450"><br>
&nbsp;</p>
<p>You can also tweak model lighting using the indirectslightcale and
directlightscale settings. </p>
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