func_door odd lighting?

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
How do I fix the black on this block? Its only this side that is black, doing min light .1 or more effects the entire block and its only the side that is doing this.

34ffkbc.jpg
 

henke37

aa
Sep 23, 2011
2,075
515
Vrad is buggy. Move the block a bit. Heck, move the entire map if you need to!
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Make sure its origin isn't inside anything. Still though, you could use an existing entity as its "Lighting Origin"; either that or spawn a "info_lighting" entity on a well-lit spot, give it a name and use it as the door's Lighting Origin. Keep in mind that this will override the door's environmental lighting and shadows drawn On it, using the same lighting settings/color on all its sides.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Try toggling "Disable Receiving Shadows" or "Disable shadows"; also check to make sure that you're using the correct texture on that side of the brush. You can check to see if it's a texture error by using mat_fullbright 1 or 2; mat_fullbright 1 disables light and enables only textures, while mat_fullbright 2 enables light but disables textures. (Also, func_door does not have a "Lighting Origin" keyvalue; info_lighting can only work with static props)
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Lighting on any brush entity is computed from where it is in Hammer. If your door starts pressed up against a wall, that side of the wall won't receive any light on compile and will show up unlit.