Breli wrote:Forget about the leaks and concentrate on other stuff
... sig11 once said that light leaking even makes sense in a western setting with loose planks and all ... LOL!
I'm not concerned with eliminating every last one of them. But if they can be reduced... then why not.
Breli wrote:I somewhat doubt that _blocksize is to blame but we can check that.
The only other things I can think of that these revisions have in common are newly introduced bot clips, textures & shaders. (Remember, no light leak fixes in Santa Cruz yet so we can rule that out.) Gotta start somewhere right? Blocksize seemed like the most logical place to begin. Either that or some physical brush changes, or changing structural brushes to detail could cause it? Anyway, here are my observations so far.
This is the prt file view that is closest to the HOM in Durango. Looks a little funky in the center of the image huh? For non-mappers, you don't really want to see colored blocks this close together. However, the same thing occurs in most wq3 levels but without the HOM effect. My own noobish map designs have spots like this in fact. And all of these levels perform fine in their orginal state. Only the revision maps seem to suffer.
And here is the prt file view in Santa Cruz. The red line I added represents where the HOM occurs. The HUGE structural ground brush, that covers much of the ground, is a rectangle that touches the void. Experienced mappers will note that there is no visible reason for an HOM effect here.
When I turn 180 degrees I see this. Red line added again to show where the HOM happens. Notice the many splits just like in Durango?
Here is an ingame shot of the spilt. If you look closely you can actually see the line at the bottom of the pic between the pistols.
Here is another shot showing the split. Player shadow shows up on one side but not the other.
And finally, the HOM itself....but only if you look down at a certain angle while standing there.
So what does this mean? Hell if I know. But I do know that _blocksize is 1024 by default. Changing to _blocksize 512 "splits" the bsp tree twice as much, which could 'theoretically' cause weirdness like this. But changing _blocksize back to default (or simply eliminating the key) doesn't get rid of the problem. So I'm wondering if this corruption is irreversible? IE, forcing me to revert to older map files.
As for shadows that appear on some brushes but not others, I am clueless. Here are two images from CoyoteBluff where this same phenomenon occurs.
I can safely rule out terrain blending as the cause, since Santa Cruz has none, but not phong shading untill I perform more tests. Maybe player shadows won't be noticed by most people (since it hasn't been mentioned till now) but the HOM effect is obviously not acceptable.