Shadows looking really ugly on func_details

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
So, I've recently started Hammer and up until this point (Thanks to UEAKCrash' tutorials) its gone quite smooth, and problem free. But, when I decided to try an optimize my map a bit by func_deatail-ing some roofs, the shadows started getting really, really ugly.
2016-01-19_00001.jpg

So, if anyone knows what's going on, help would be greatly appreciated - Hipster_Duck.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Doesn't look like a leak, looks like one of two things:

Either - a prop collision mesh (or if the prop doesn't have one, the bounding box) is intersecting the roof and blocking light. The solution is to ignore it until you're ready to do a final compile and then use this guide

Or - it's a VRAD bug which as far as I know can't be fixed, only mitigated by moving the map slightly.

By looking at it, I think it's the latter.
 

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
Darren, just checked that, the map is completely sealed. YM, I think you're right, its my props for lights, there all in the roof, but I presume it's like PL track and when I do a final compile the ugly shadows will go away. Thanks both of you for your help and quick responses.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Are the shadows there if you dont func_detail them? How about what compile options do you use? Fast or normal?

Edit: nvm, we posted at the same time.
 

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
ics, Yea I just checked, the shadows were there before I func_detailed them, I only just noticed them after I was looking at my roof after I func_detailed them, and my compile options are normal, normal, normal.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
It's a common Source engine bug to display all kinds of weird lighting, ranging from random black spots to actually making up colors in really dark spots (a couple of TF2 maps actually have this very thing).

Just to be sure, run VRAD on pretty much max with static prop lighting and prop shadows and all that and see if it still happens. If it does, do what YM suggested. Otherwise, well, I think it comes down to just accepting it the way it is. It's Source.

By the way, that's one sw$g duck you have there as avatar.