Dirty And Lights In Alcoves
Hello chaps, long time lurker etc. Very impressed with what you've done to this dear old game, so much that I thought I'd have a bit of a play around, which led me to this little issue (unless I'm missing something obvious, which is quite possible).
Dirtmapping happens after the usual lights have lit the map, which makes sense otherwise there would be no lit surfaces to make "dirty". This usually looks really good, but I noticed a situation where it is problematic.
Imagine a light inside a small alcove. The dirtmapping makes the alcove very dark, despite the bright light, because the inside surfaces are all very occluded.
Here is an image showing what I mean (I have used -dirtscale 2.0)
http://i.imgur.com/XKHEGrf.jpg
I can't think of a nice simple general solution to fix this.
One option I thought of could be to create a property you could add to light entities - e.g. "postdirt" "1" - this flag would tell the light compiler to actually process this particular light
after the the dirtmapping pass. What this would mean is you could create small, bright, but low radius lights in places like the alcove pictured, in addition to the main alcove light, which would then just brighten the insides of the alcove up again after the dirtmapping has done its thing.
I'm sure there are other ways to slice this particular sausage though.