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Posted

Probably an issue with the geometry resulting in leaking light. You could either fix up the geometry (someone else can probably advise you better on how to do that but I think bevelled edges on the walls and ceilings generally help) or if there are no windows you could simply turn the directional light off whilst in the building (only applicable when redering in your game engine of course).

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

Posted

I had this problem.I tried making celing of room thicker and it seemed to work. I also tried rotating the directional light but although this also worked it left me with lighting effects I did not like.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

Posted

I assumed there was a point light in there too, that is one huge leak otherwise !!!

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

Posted

I see the problem was ,that the roof polygons were directed into the room ,so from outside I could see through.So I made a 2nd "roof" and now it is better,but there are still some light spots at the edges.

Posted

I believe bevels do help with the leaks at the edges, I used to get this with models designed in 3DWS. I guess it depends on how its been constructed.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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