Hello, I am new to the Epic Games forums and UT3 in general. I was wanting to get into UDK / UE3 and figured a good place to start would be to design for UT3. (I know the UT3 editor isn't the same as UDK, but close enough, and I'm not a big-time dev yet anyway) I have done community work for Quake III Arena though, which you can find at my portfolio, EmeraldProductions: http://emeraldproductions.weebly.com/
I'm experimenting with the editor and so far seem to be getting the hang of things, but I'm having the hardest time dealing with lighting - it's probably both easier and harder than GTKRadiant as far as lighting is concerned. Easier in that I get to see the results in the editor, harder as in how lighting responds differently to different faces.
Basically I have a hallway which has two sides cut into different faces thanks to some brush deintersection to avoid overlapping. (Is this a bad editing practice?) Unfortunately, lighting gets screwed up as a result of illuminating different faces. This doesn't sound very intuitive in text, so here's a few screenies:


As you can see in the first pic the lighting stops abruptly in the middle of the hallway. The second screen shows that it's due to a different face.
Is there a way to get the lighting to illuminate all of the hallway, without having to do messy face-combining, etc.? Back when I used Radiant different brushes / faces were lighted just fine, but it seems UE3 has qualms about lighting differing faces. Thanks in advance.
I'm experimenting with the editor and so far seem to be getting the hang of things, but I'm having the hardest time dealing with lighting - it's probably both easier and harder than GTKRadiant as far as lighting is concerned. Easier in that I get to see the results in the editor, harder as in how lighting responds differently to different faces.
Basically I have a hallway which has two sides cut into different faces thanks to some brush deintersection to avoid overlapping. (Is this a bad editing practice?) Unfortunately, lighting gets screwed up as a result of illuminating different faces. This doesn't sound very intuitive in text, so here's a few screenies:


As you can see in the first pic the lighting stops abruptly in the middle of the hallway. The second screen shows that it's due to a different face.
Is there a way to get the lighting to illuminate all of the hallway, without having to do messy face-combining, etc.? Back when I used Radiant different brushes / faces were lighted just fine, but it seems UE3 has qualms about lighting differing faces. Thanks in advance.
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