[Solved]Lighting does not work.
Posted May 22, 2011
Hey =/
Just got another problem: Everytime i create a new map or room, it doesnt matter whether i place light or not, i always see everything brightly. What i also discovered: If i change mat_fullbright to 0 and load the map its always changing to mat_fullbright 1. Yesterday everything worked fine. Now i just added panels (brushes, prop_dynamics, logic_auto, logic_relay).
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Posted May 22, 2011
Replied
2 hours
later
Have you checked that your map doesn't have a leak?
Posted May 22, 2011
Replied
7 hours
later
Did you remember to compile the RAD and VIS? (set to fast or normal)
Posted May 22, 2011
Replied
1 hour
later
Sometimes when you play a map in Portal and don't restart the game it will continually load each map in fullbright.
I doubt this is the problem?
I doubt this is the problem?
Posted May 22, 2011
Replied
1 hour
later
chickenmobile wrote:
Sometimes when you play a map in Portal and don't restart the game it will continually load each map in fullbright.
I doubt this is the problem?
The cvar is mat_fullbright. If it's set to 1 then set it back to 0.
Posted May 23, 2011
Replied
3 hours
later
I actually had an leak which i was not able to see, even using the pointfile, there was no leak. So i just created a new box arround this area and now it works.
Posted May 23, 2011
Replied
1 minutes
later

That is literally the worst way to deal with a leak.
Posted May 23, 2011
Replied
29 minutes
later
But there was no leak to See at this point. The pointfile just said me that there is a leek in the Wall, but there is no leek.
Posted May 23, 2011
Replied
2 minutes
later
Look at the X,Y,Z coordinates that VBSP gives you for the leak.
Posted May 23, 2011
Replied
3 minutes
later
Thats what I did. But as i said, there is no leak.
Posted May 23, 2011
Replied
8 minutes
later
Attach your VMF to this thread
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Posted May 23, 2011
Replied
5 hours
later
Sometimes when you copy a brush entity that has an origin, its origin doesn't move with it. Using Vis Groups hide everything except brush entities and check individually that your entities' origin isn't outside the map.