Odd SFM Lighting Bugs In Map

Discussion in 'Mapping Questions & Discussion' started by Exactol, Aug 21, 2015.

  1. Exactol

    aa Exactol Certified Hammer Hacker

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    Not sure if its the map or SFM, but weird lighting errors are occuring on my map in SFM.

    [​IMG]

    [​IMG]

    Map if anyone wants to look at it: https://www.dropbox.com/s/zwghahv41zwhdan/bank1.bsp?dl=0

    My main suspect is that I created a large func_viscluster covering the scene so i didnt have to compile complex vis for SFM
     
    Last edited: Aug 21, 2015
  2. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    This could be because odd brushwork. Does the map have many 'func_'s in it?

    EDIT: This thread might have what you're looking for.
     
  3. Exactol

    aa Exactol Certified Hammer Hacker

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    theres almost no func_ stuff and the map shows up fine in tf2
     
  4. Exactol

    aa Exactol Certified Hammer Hacker

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  5. tyler

    aa tyler snail prince, master of a ruined tower

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    It's probably because of your viscluster. VRAD needs vvis info to compile correctly, so if it VVIS tells it something really weird I can see this occurring. You're going to have to optimize your map. That'll probably make it run better in SFM though.
     
  6. Exactol

    aa Exactol Certified Hammer Hacker

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    An update: having vis does not fix the problem
     
  7. Exactol

    aa Exactol Certified Hammer Hacker

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    Problem solved. for some reason func detailing the roof or something fixed it. gg volvo