Xmas said:Flickering lights was just an explanation that came to my mind when I compared those shots. It's not very likely.darkblu said:Xmas said:But I don't believe the missing lights indicate a texture layer missing. It wouldn't make sense to blend a "lights on" layer onto the "lights off" layer, which is clearly visible.
i.e. unless the 'lights' feature is achieved through a detail texture (which then would be used also elsewhere in the game, and so is supposed to blend with whatever is underneath it). also, it's a fact that on all 4 corridor shots all r350 shots exhibit the 'lights' and all gffx shots don't - don't you find that odd wrt to the 'lights flickering' scenario?
The detail texture idea doesn't make sense. You only use detail textures on close objects, and only where appropriate.
i lost you here - you think that in that corridor the walls are far enough so that those 'light wiring' details should not be visible or something? as re appropriateness, obviously the map artists responsible for this corridor find said detail on the background walls appropriate.
Furthermore, they're high-frequency and repeated several times across a surface.
they generally exhibit higher freqs than the base tex, and repeat several times across a surface if the visible part of the surface is large enough. but anyway, if you find disturbing calling the lights wiring on those shots a detail tex, then call it a feature tex, same with me.