wtf is this (lighting error)

Discussion in 'Mapping Questions & Discussion' started by Sergis, Dec 2, 2011.

  1. Sergis

    aa Sergis L666: ])oo]v[

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    since the sdk got broken and fixed afterwards, i've started to notice this light glitch ive never seen before

    namicott
    [​IMG]

    batt sergis
    [​IMG]

    frontier
    [​IMG]

    gullywash
    [​IMG]
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Try copying and pasting your map into a new file. The lighting bug is not fixable without doing that, but the shadows are an issue with excessive stretching of displacements which warp the lightmaps. Do they happen in every version you compile?
     
  3. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    I had this too when I was working on vanguard. for some reasons, the lightmaps are messed up on some displacements. only way to fix it is to redo the displacement (as far as I know).
     
  4. honeymustard

    honeymustard L9: Fashionable Member

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    Happens to me on Konkreet and Upland, emailed Valve, no response (duh). Remade the displacements as well - which didn't fix it.
     
  5. Sergis

    aa Sergis L666: ])oo]v[

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    they do happen in every version. they also started appearing on my batt dish thing after the sdk fix even though i didnt change the dish displacements. cutting the displacements in half solved the problem there tho.
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It's weird because i first saw this after Valve broke the SDK or the compilation executables or what ever. After the supposed fix most people stopped seeing this kind of thing but it does look exactly like the symptons from that original borked SDK update. Personally i havn't run into this, did replacing the geometry into a new vmf file work?
     
  7. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yes, it started happening exactly when the sdk update hit in october. I can tell because my compile was okay the day before the update and then, right after the update, (while I couldn't open the sdk) a vbct compile gave me some of those lightmap errors
     
  8. EArkham

    aa EArkham Necromancer

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    What happens if you increase the lightmap scale in those areas?