Darkness - problem
But some pieces I can't find anywhere, or I don't know to search properly
If you can help me, I have the following problem:
I started my map and I have 2 rooms (chambers) until now. But sometimes the chambers goes dark. I mean I have lights in my map and in my chambers but when I play the map in Portal 2 is dark. The only light that is seen comes from portals and materials from the chamber that emit light (dime light). Any "standard" light sources like wall panels, light cones and everything else don't work. I don't know why.
The first time this happened to me I had the chamber closed, in the sense that I dint make a hole in the hall from which the players enters. I clipped and made the whole and the light were back on.
This is the second time this lighting problems happens to me but I can't find the cause. Maybe you can illuminate me 
Thanks! Any help is appreciated.
PS. I don't have leaks; the compiler doesn't give such error. It compiles just fine.
Later edit: Thank God for dedicated people.
[number] degenerate face(s)
Description:
A degenerate face is a face with no area. For instance, when two of its points are at the same place or three vertices on one line. Rarely, this error can cause all the lighting in your level to become black. If this happens, you will have to track down the degenerate face(s). This is however rare, so only go after the face if your level turns completely dark or you experience other strange errors.
Solution:
Don't try to fix this error if you don't experience strange problems, it will take you ages to find them in your level (trial and error, most likely). You will want to examply vertex-manipulated brushes first.
---- Source: http://www.interlopers.net/errors/
They saved me a lot of time. Problem fixed. The problem occurred after I made a solid and edge lines were one on top of other. I didn't made the connection till I read that.
Try to always work on the same grid size (8/16/32), have it snap to grid and try to prevent brushes from intersecting/overlapping.
Be mindful of every brush you make, and check ever single vertex of a brush to make sure where it ends.
What's the solution? To make the gap as small as possible? To snap to grid to 1 and put the vertexes one next to each other but not overlap?
I hope you understood what I tried to explain here. English is not my native language.
PS: I don't know what is OCD.
hyperion1is wrote:
That's the thing I don't understand. Actually I tried intentionally that the edges of brushes to overlap so that doesn't remain gaps. How is it in game to look down on a water (area) and to see that it is space between the water and the wall? It ruins all the visual of the game.
What's the solution? To make the gap as small as possible? To snap to grid to 1 and put the vertexes one next to each other but not overlap?
I hope you understood what I tried to explain here. English is not my native language.
PS: I don't know what is OCD.
Well... if you never build brushes on a lower grid size then say... 16 or 32... the brushes should always be perfectly next to eachother and you will never see any gaps.
And the OCD thing... It's actually a condition but some mappers are just REALLY nitpicky and never ever move off the grid and stuff like that as if it's their religion
Kinda like OCD.