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View Full Version : Black (or dark at least) Static Meshes



legacy-SvL
06-21-2005, 05:21 PM
Ok, I'm mapping and I'm using Static Meshes as stairs, but they don't seem to be lit by the lights around them...

Ignore all but the lighter blue light in the center above the rest; they are special lit.
http://img.photobucket.com/albums/v226/Daedalus528/LightingProb.jpg

I tried building Lighting, Changed Lighting, and All, but nothing seems to be helping...

Also, here's the same thing, only without lighting.
http://img.photobucket.com/albums/v226/Daedalus528/LightingProbTex.jpg

Killer909
06-21-2005, 05:48 PM
static meshes are lit by vertices. What this means is that you have to have the coners of your mesh within your subtracted space. Or at least on the edge of the space.
Other things you might want to try to compare the difference:
*use the bsp spiral staircase brush... bsp almost always lights better than static meshes.
*use glow in the mesh's display properties. this will give the old school DOOM look, but will always light up a mesh.

legacy-SvL
06-21-2005, 06:13 PM
Yeah, that's what I was thinking, because there are other meshes on the map that do that same thing and there vertices are all embedded in the geometry. Ok, thanks alot.

Killer909
06-21-2005, 06:32 PM
If your staircase is exactly touching every (bsp) wall in that picture, than you might want to try to scale it down from 1.0000 to 0.9900 and see if the lighting is better. If they are going way over into "no mans land" than you will have to add more vertices (in maya) or at least redo it (however you created it before). You should really consider just using bsp for those stairs... they are a very simple shape.

legacy-SvL
06-21-2005, 06:54 PM
There are BSP stairs underneath, I'm just making it look cooler. :p

And yeah, it appears that they are lit fine if at least 1 vertex is visible.

legacy-ClanG Darkstar
06-22-2005, 03:39 AM
If vertex are covered by other sm (walls or steps) , disable the shadow cast of those mesh. ;)