Mission A Lighting Shenanigans - June 30, 2016

I was doing some last minute checks while building the installer for the latest release of the mod but noticed an issue with MissionA (Martin Brenner's house).  If you stripped the lightmaps on this mission and then rebuilt it some of the light entities were missing.   If you look in the screenshot below you will notice a difference in the kitchen lighting.

What I suspect is happening is that the lightmaps were originally built in 3D Studio Max and they didn't have to follow the rules as we know them. Early on in the development of the game they didn't have Worldcraft for map making.

When I examine the .SCN file there are 5 references to a "hall_cell" that doesn't even exist.  Some of the light entities don't work.   For instance there is a light_spot entity just outside the kitchen window with the broken wooden louver that will only work if you change the cell name to "kitchen".   I assume that since this doesn't appear in the original they disabled this light and added the louvers over the window to block the view.

I have yet to discover the light entity that casts the missing light in the screenshot below.  One of the 4 remaining entities that I haven't test yet must be it.

 

click to enlarge image

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