[SOLVED] Strange Lighting Problem with Final Compile
Posted Sep 03, 2011
I was getting ready to release a map today, but as soon as I tested the map after using the final compile I noticed something was wrong.
Almost all of the grate texture enclosing a space behave strangely with light. It is as if the light does not pass through them. The surfaces inside appear either completely black, or covered with dark yellow-green splotches that mean they aren't being lit.
Again, this did not happen until I used the both-final compile option, so I'm assuming it is somehow related. Thanks in advance for any help or ideas as to what caused this.
Almost all of the grate texture enclosing a space behave strangely with light. It is as if the light does not pass through them. The surfaces inside appear either completely black, or covered with dark yellow-green splotches that mean they aren't being lit.
Again, this did not happen until I used the both-final compile option, so I'm assuming it is somehow related. Thanks in advance for any help or ideas as to what caused this.
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Posted Sep 03, 2011
Replied
57 minutes
later
I assume you have cubemaps entities in your map and you build cubemaps after the compile?
Posted Sep 03, 2011
Replied
5 hours
later
if you want your grates to not cast shadows behind them, convert them to func_brushes and disable shadows.
Posted Sep 03, 2011
Replied
1 hour
later
There are a few less known options for vrad that affect shadows cast by props.
Have a look at this thread.
Have a look at this thread.
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Posted Sep 03, 2011
Replied
6 hours
later
Thanks you two, I had no idea grates cast shadows like that. Just to be clear, those commands appear to do what the final compile usually does, but more efficiently?