Strange lighting problem that can't really be explained

Zabidenu

L1: Registered
Oct 6, 2010
26
7
(okay, this is for a CSS map, but I guess it's quite much the same with TF2)

lightingproblem.png

That little brush that causes that lighting problem is a func_breakable. What should I do to get it have the same lighting as the other brushes of the wall?
 

Zabidenu

L1: Registered
Oct 6, 2010
26
7
You could tie that brush and the wall its in to the same info_lighting, this adjusts the lighting origin of the object that tied to it. That may work.
But info_lighting works only with prop_statics, right?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You could try making the rest of the devsquare an indestructible func_breakable or maybe just a func_brush. I'm not really sure what's going on here, but I'm pretty sure it has to do with smoothing from a brush ent to a world brush.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Yeah, it is impossible to get even lighting across a world-entity seam. You'll want to turn more of the wall into an entity (of any type, except func_detail) for the best bet at fixing it, though I can't guarantee it won't still be apparent.

On the other hand, if you just texture your map it will be way less noticeable regardless. Dev textures show lightmaps extremely blatantly compared to any proper texture.