sym Posted July 27, 2011 the lighting on the ceiling trim on the farthest inner-wall is not as bright as the other walls' trim, and it's the same for the opposite side (the ceiling trim right above where i took the picture from) would you consider this to be an issue? or is it just a limitation of the engine? 0 Share this post Link to post
Gez Posted July 27, 2011 Welcome to the wonderful world of fake contrast. It's not a bug, it's a feature. If it annoys you, you can always shift some vertices by one map unit so that the trims are no longer perfectly aligned with the grid -- or, for a more symmetrical look, insert a vertex in the middle of each trim linedef and move it a bit, creating a slightly octogonal structure. 0 Share this post Link to post
sym Posted July 27, 2011 Gez said:Welcome to the wonderful world of fake contrast. It's not a bug, it's a feature. If it annoys you, you can always shift some vertices by one map unit so that the trims are no longer perfectly aligned with the grid -- or, for a more symmetrical look, insert a vertex in the middle of each trim linedef and move it a bit, creating a slightly octogonal structure. it doesn't bother me personally, i just wasn't sure if it was something i was doing wrong.. i've been sitting here messing with brightness values for like 30 minutes.. 0 Share this post Link to post
Gez Posted July 27, 2011 Yeah, unless you use advanced port features, no amount of fiddling with brightness settings will have any effect, so messing with the geometry is the simplest solution. In black, an aligned square; in green, red and blue, various methods to get rid of fake contrast. It's a bit exaggerated to be easier to see; but you can make it very hard to notice if you use shifts of just one map unit for such a large area. 0 Share this post Link to post