Skylight shining through walls

Discussion in 'Mapping Questions & Discussion' started by Sergis, Oct 2, 2010.

  1. Sergis

    aa Sergis L666: ])oo]v[

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    glitchy screenshots followed by glitchless version screenshots

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    only related thread i could find said that it's because of 3d skybox, which is not the case here. this glitch seems to be caused by too many func_details, because when i delete some of them the lighting goes back to normal. so far i have fought off this glitch by making a ton of props and func_lods every time it appears, however there isn't much geometry that would look good as model left and i'm over 80% entdata. so i'd like to know if there's any other options to keep the lighting normal.
     
    Last edited: Oct 2, 2010
  2. Mr. Happy

    Mr. Happy L6: Sharp Member

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    Is it shining through a displacement? The backside of a displacement doesn't block light.

    Post your compile log.
     
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  3. Sergis

    aa Sergis L666: ])oo]v[

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    no, the light goes through world brushes. however, the ambient light is correct.

    compile log with the glitch
    compile log without the glitch (i removed some func_details which were most suited for turning into a prop)

    edit: just ran both logs thru intelopers.net error search. both have same two errors - zero area child patch and sky_trainyard something
     
    Last edited: Oct 2, 2010
  4. Mr. Happy

    Mr. Happy L6: Sharp Member

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    It's probably the zero area child patch, which makes sense since it doesn't always cause visual problems. This is typically cause by invalid solids, scrunched displacements, bad face normals, displacements inside of world brushes and other fraked up geometry.
     
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  5. Sergis

    aa Sergis L666: ])oo]v[

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    added glitchless screenshots for comparison.

    so i'll have to search thru whole map for three errors. sounds like fun :D
     
  6. Sergis

    aa Sergis L666: ])oo]v[

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    hunted down zero area child patches and compiled. glitch is still there