Strange Shadows

Benroads

L1: Registered
Aug 10, 2015
15
6
I'm not exactly sure when they started occurring or why but after one test compile I noticed that there were some fairly ugly shadows on the wall that were not there before. This is what they look like:

8de50924ec.jpg


The issue does not appear to happen in any of the other rooms besides the one above

43ede496f9.jpg


So far in attempts to remove them I have tried adjusting the lightmap scale for all the affected faces, changing the actual texture to something more or less reflective, changing the angles of light_enviroment, remaking the light_enviroment, adding a central light to overpower them (Somewhat worked but caused other lighting issues), disabling areaportals (and other brush entities, mainly func_dustmote), moving the entire level around on the grid (It seemed to be slightly better or slightly worse almost randomly when I moved it around on the grid).

I would imagine that this is probably a fairly simple fix that I'm just somehow missing but it's starting to drive me a bit insane since nothing I have tried above seems to even come close to even changing them in a meaningful way. Thanks in advance for any potential help you could give me with this problem.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
I got a couple of suggestions, don't know if you tried it but here goes: is this a full compile? And if so, did you try fully building the cubemaps?
There's some shit people helped me with for the full compile settings here:
http://tf2maps.net/threads/optimal-vrad-settings-for-final-compile.25739/

As for properly and fully building cubemaps:
http://tf2maps.net/threads/tutorial-building-cubemaps.16452/

Secondly, do you have a shadow_control entity? I found out that when I had ****ed up shadows in my map, having a standard shadow_control often fixed it.
 

Benroads

L1: Registered
Aug 10, 2015
15
6
I got a couple of suggestions, don't know if you tried it but here goes: is this a full compile? And if so, did you try fully building the cubemaps?
There's some shit people helped me with for the full compile settings here:
http://tf2maps.net/threads/optimal-vrad-settings-for-final-compile.25739/

As for properly and fully building cubemaps:
http://tf2maps.net/threads/tutorial-building-cubemaps.16452/

Secondly, do you have a shadow_control entity? I found out that when I had ****ed up shadows in my map, having a standard shadow_control often fixed it.

I just tried both of these and they did not seem to change anything about the shadows. The full compile did make some of the shadow edges much nicer looking so thank you very much for letting me know about this, will for sure use it in the future. As for the cubemaps the only thing that they changed was the broken reflections on the water.

I do have a shadow_control here are the settings on it:

feb412e75f.png


and my light_enviroment (I think this is the route of my problem)

6b37836172.png


Here's an updated screenshot with the full compile settings ($light_exe -lights mylights.rad -staticproppolys -textureshadows -staticproplighting -final -both -smooth 40 -game $gamedir $path\$file) and cubemaps built.

36ab7222ee.jpg