Lighting big problem

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
My map lighting sucks don't know why. Seems to be "ok" inside buildings, but light_enviroment sucks, it goes through solids on some parts, fullbrighted, when I walk it changes the light tonality, when I walk some faces are black and then the normal texture. I have no leaks on the map, no erros too.

Please help meeeeeeee!

cppirateislandcopia0001sh4.jpg


cppirateislandcopia0002ym1.jpg


cppirateislandcopia0003jf4.jpg


cppirateislandcopia0004fl2.jpg


cppirateislandcopia0005lu8.jpg


cppirateislandcopia0008rb1.jpg


cppirateislandcopia0009qv3.jpg


cppirateislandcopia0010le5.jpg


cppirateislandcopia0011vx2.jpg


cppirateislandcopia0012xm5.jpg


cppirateislandcopia0016cx9.jpg


cppirateislandcopia0017fz8.jpg


cppirateislandcopia0018bz6.jpg
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Those look like model textures mate, make sure that you're not using any textures with 'model' or 'prop' before the slash of their name.
Then get an env_tonemap_controller and a logic auto.

In the logic auto have three onmapspawn outputs to the env_tonemap_controller:
-setautoexposuremin ~ 0.7
-setautoexposuremax ~ 1.1
-setbloomscale ~ 0.3

where ~ means roughly
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Those look like model textures mate, make sure that you're not using any textures with 'model' or 'prop' before the slash of their name.
Then get an env_tonemap_controller and a logic auto.

In the logic auto have three onmapspawn outputs to the env_tonemap_controller:
-setautoexposuremin ~ 0.7
-setautoexposuremax ~ 1.1
-setbloomscale ~ 0.3

where ~ means roughly

OMG... how can I've been that idiot? lol thanks, they are prop textures.