Incorrect location of the light in the room


sv_1994

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Hi, developers, I am writing you this technical issue of the new update v.426, playing in The Long Dark,
Found an incorrect light source in a room where there are no light sources, and the appearance of light sources, where they should not be.
In determining the problems with lighting, the brightness of the game was 37%. Noon (clear). Map: a mysterious lake (upper GES platinum)
In the room (upper GES planet) after entering the second room from the exit, where there are no light sources in the room, the whole room burns very much, considering that the direct lights, except for the light that shines from the door, are in the first room where there is Two windows that create light and lighting in a room where there is a safe, although there are poorly lit places, should not have lighted areas.
But even in this light, from the door of which a bright spot to the second room should be confined to a large area of the second room where there are no separate light sources and which are not created in the second room, individual lighting that illuminates all corners and cabinets
Also in the right room of the room from the main room, where there is a descent down and into the room with the safe, there is no light, and the lighting elements are strongly lit! Like the whole room !!!
The places near the cabinets are very bright, and there is no light source, and the room color is very saturated and bright when there is no light and should be a weak color

There is no contrast in places where it is not exposed to light.

The steam illuminates the whole area, if viewed through it at night, and stands out against the background of a dark corridor of bright white color and does not dim out depending on the location and the illuminated place

On the walls and plots there are spots of light, where they should not be at all.
The ceiling and walls should be very dark in a dark room - if there are no light sources

Corridors without a light source are very bright! it should not be!

Very few contrasting places in rooms with low illumination and places where the light does not come at all !!!!!

In a room where the long corridor is lit up to the end, there are no light sources, it should be generally dark!

In the room with tanks on the walls there are no direct rays of light directly on the walls of the room, and the lamps do not work, the rays of light fall on the floor, but not on the walls! Rectify

On the wall, where the exit door from the hydroelectric plant is incorrectly located on the light spot, it should not be at all! Such a stain can be if the door is next to the glass! But not in a few meters, especially in an opaque window .. the light must dissipate! There are no direct rays creating light spots

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 Light bleed most often occurs where textures meet with one side dark and one with a light source. This is the problem being described; light coming into what should be dark spaces through areas where textures meet perhaps due to the textures not being aligned tight enough or layer masking issues. Unity and ambient/lighting occlusion have a bit of history, if I recall. Lighting a fire outside the door of the Mountaineering Hut will illuminate the entire interior of the hut even with the door closed.

 I would pin this on Unity, not Hinterland; for the most part interior lighting is pretty good....getting much better, at least.

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