[Solved] Func_detail's ugly shadows
I faced with the following problem, when i make world brushes as a func_detail the ugly shadows appear. Here is the example:
Result of compiling with a world brushes:

Result of compiling with a func_detail:
The questions: What can i do with that? And what could i do wrong so this shadows appear from nowhere and look like $h!t ?
Example:
All map will be have the same structure

So i'm not sure is it a good idea to tie world brushes to a func_brushes? Because in this way i should tie almost all map
(on the picture above is only 1/5 (or even smaller)part of the map)
It wasn't clear enough to me if you wanted shadows or not... 
If you don't want them to be world geometry because of the compile time you could choose to use a func_viscluster; that should keep the compile time low.
this is how look func_detail with env_projectedtexture:

With a natural shadows the func_details became more pretty-looking
(even that things that i don't like are still here) I just have to accept this fact and move on. Now with env_projectedtexture there is a much more work to do. Thanks you for advices and for spending your time.
FelixGriffin wrote:
Where did Aperture get end-stone?
They probably got the biggest establishment on Earth, they successfully put a woman into a computer, they are compressing sunlight into solid bridges and they are the leaders in portal technology. Do you think getting some endstone would be too hard for them? 
Actually.. This is] what the writer of Half Life wrote on the subject of the Combine and Aperture:
Sorry, can't comments on unreleased story elements. I can only say they tried to get in.
That means they couldn't. Right? And they have conquered a whole universe, so they aren't just messing around
lord_blex wrote:
this is how look func_detail with env_projectedtexture:
Definitely this is the best of the posted screenshots ![]()