Hey there Guest,
The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.
Discussion in 'Mapping Questions & Discussion' started by Bunbun, Mar 4, 2016.
I have no idea how this happened, it was looking fine until I fixed a few leaks.
Entity enveloped in a Brush.
Some people got lighting errors when the coordinates 0 0 0 aren't inside the map. So if Lain's comment didn't bring any solution, try moving the map so 0 0 0 is inside the map.
From what I understand, having 0 0 0 inside geometry also gives errors :/
Maybe there is some huge brush in the 3d skybox that casts a shadow over the map? I recall that this was once the issue here
did tf2 get an update while hammer was open? Did you validate the game cache to see if it was a game problem not a map issue?
I think the problem I had was that the skycam was within the map/under a displacement, although it's definitely a possibility
Where's the compile log at. Also upload the vmf.
There's a chance that while your map looked alright while leaked, now that it's plugged the lighting is totally off. Or it could be some other source bug, I can't really tell from the screenshot.
This bug seems to be caused by a few things - some previously mentioned above - another way I found it happened (to me) was that there was a corrupt brush in the map that I needed to binary search for using fast vvis/vrad cordon compiles. Useful information would be: your compile log, and possibly an upload of your .vmf
With the corrupt brush error all the light colors in the VRAD compile turned to (1, 1, 1) so at this point I don't suspect that is this problem (which is good). Can you upload your .vmf file somewhere?
May I ask how you got this Veteran badge? (I really don't know how you get one) Looking at your compile log I expected two greenhorn mistakes:
-You used power 4 displacements
-You turned all faces of a brush into a displacement
And I was right
First: Don't use power 4 displcements. The compilelog even tells you that!
Second: All faces which serve no purpose shouldn't be displacements. Select all useless displacements>shift+A>displacements>destroy
Now all the pointless displacements are gone
As long as they're not super high-density there's nothing really wrong with using power 4 displacements, but for TF2 mapping you should typically stick to a power of 2 or 3.
I took a look at your 3d skybox and those displacements are done correctly. But I think here is what causes your lighting issue.
Your 3d skybox:
What might fix it:
Like I mentioned before: the brushes and props in the 3d skybox can cast shadows over your actual map. Since your 3d skybox "illusion" isn't only around your map but rather..."through" your map, the displacements in the middle is pretty much right above your actual map or somewhere at ground level. I hope this explaination makes sense but I can't think of something better this late... anyway, this displacement in the middle entually casts a shadow on your entire map.
I recommend you to compile your map without 3d skybox. If the shadow is gone, we know what causes it. And if this test turns out to be posetive, rebuild your 3d skybox.
Separate names with a comma.