How to fix this lighting problem with breakable wall

Discussion in 'Mapping Questions & Discussion' started by invertMASA, Jan 27, 2014.

  1. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
    Putting some secrets into my map, and this part of the wall will break away, But as you can see it sticks out. Will I be forced to move it, or is there a simple fix? :confused:

    Im using a func_breakable

    [​IMG]
     
    Last edited: Jan 27, 2014
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,902
    What lighting settings are you using on compile? Normal? Fast?
     
  3. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    1
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,521
    The problem is that entity brushes and world brushes are lit differently. My first suggestion would be to make the surrounding wall into a func_brush (remember to seal the back up with nodraw) and see how much that helps the issue. Another possibility would be to go into the lightmap view (click where it says "camera" in the viewport) and move the luxel grid (with the regular face edit tool) so that the lines are over the seam.