- Aug 23, 2008
- 21
- 2
I am working on my first (functional) TF2 map, and have run into a few problems along the way. This forum has been of great help getting over most of the hurtles, but this one has me stuck.
As you can see here, the one wall has become superbright. The light environment is set correctly according to the SDK sky list, there is no other light source outside at all, and there should not be any light effecting it from the other side (the map is symmetrical and the opposite wall is appropriately dark for being in shadow.
I 1/2'ed both brightness settings in the light_environment, but that only increased the contrast between the bright and the WTFbright. This second screenshot is a wider view with the light_environment 1/2'ed.
This area was not always like this, but since compiling takes more time than I would like, I don't do it after every few steps. In other words, I have no idea where and when this happened. My older version (20 or so changes old) has the same issue. Backtracking further than that seems like a waste if I am going to run into this same issue again.
Does it have something to do with the lumberyard light angle and that displacement wall? It is the only area of the map effected. Is there a way to fix it, or even just cast a shadow over it to prevent the glare? I'm pretty much stuck on this stupid ultra-brightness.
I ran my compile through the error checker, and only got back an error on having a dynamic prop set as a static. I have no leaks (I did a while back. No point file or errors seem to indicate that I have one). Is there anything that might cause this nonsense?
I had a somewhat similar problem in my early stages with overbrightness inside, shining through walls and such. I assumed it was the fact that I had spot lights shining at over 90º, so I deleted every light entity and started over. That fixed it then. Inside my bases is all perfectly normal with no such problem as is showing in the screenshots. The only problem is in that one area, all on the displacements. You can see the prop there looks fine.
And I doubt it matters, but I do have cubemaps and this problem DOES persist if I spend the time to buildcubemaps. I just didn't bother for these screens.
My compile log is below, just in case. Thanks for any help you can offer.

As you can see here, the one wall has become superbright. The light environment is set correctly according to the SDK sky list, there is no other light source outside at all, and there should not be any light effecting it from the other side (the map is symmetrical and the opposite wall is appropriately dark for being in shadow.
I 1/2'ed both brightness settings in the light_environment, but that only increased the contrast between the bright and the WTFbright. This second screenshot is a wider view with the light_environment 1/2'ed.

This area was not always like this, but since compiling takes more time than I would like, I don't do it after every few steps. In other words, I have no idea where and when this happened. My older version (20 or so changes old) has the same issue. Backtracking further than that seems like a waste if I am going to run into this same issue again.
Does it have something to do with the lumberyard light angle and that displacement wall? It is the only area of the map effected. Is there a way to fix it, or even just cast a shadow over it to prevent the glare? I'm pretty much stuck on this stupid ultra-brightness.
I ran my compile through the error checker, and only got back an error on having a dynamic prop set as a static. I have no leaks (I did a while back. No point file or errors seem to indicate that I have one). Is there anything that might cause this nonsense?
I had a somewhat similar problem in my early stages with overbrightness inside, shining through walls and such. I assumed it was the fact that I had spot lights shining at over 90º, so I deleted every light entity and started over. That fixed it then. Inside my bases is all perfectly normal with no such problem as is showing in the screenshots. The only problem is in that one area, all on the displacements. You can see the prop there looks fine.
And I doubt it matters, but I do have cubemaps and this problem DOES persist if I spend the time to buildcubemaps. I just didn't bother for these screens.
My compile log is below, just in case. Thanks for any help you can offer.
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