Anyone got any tricks for dealing with this? I've seen this in other places but usually it's not a big deal because it's not a dark area.. but in this spot it's really bugging me. The floor is a func_detail, while the surrounding walls are all world geometry. I'm guessing maybe it's a lightmap issue? The func_detail doesn't split up the face so part of the lighted area underneath bleeds through. Is the only solution making the floor world geometry? I guess it wouldn't be too bad to do that, but I'm curious if anyone's ever found another way. I guess I could crank up the lightmap resolution, but that comes with other side effects.