Thank You Captain P,
I have been trying with no success just using trigger_relay, can you share your test map with also button_target or give me some draw/schema?
It doesn't clip surrounding brushes, doesn't count towards the entity limit (func_wall does) and still casts shadows (func_wall doesn't).Now func_wall and func_illusionary cast shadows with vluzacn tools, I also use this cs_expert-tom793c_wcModels.fgd
Offtopic: There has been a story that a guy got arrested for mapping his school in US i believe, charged with helping terrorism or something similar like that. This happened 4-5 years ago if i recall.[OFFTOPIC]
Firstly, make sure you're compiling with the best compile tools available. At the moment, it doesn't get any better than Vluzacn's tools. I expect simply switching to these tools will fix your problem.I'm using the latest vluzacn's tools, version 33.
Secondly, try tying the pillar to a func_detail. If that doesn't work - try a func_wall. This will prevent the cylinder from cutting into the floor during the compile which is potentially what's causing your hard edges.
Thirdly, I'd always recommend compiling your radiosity with a few bounces for more even, natural lighting. '-bounce 3 -extra' is a good starting point, but you can ramp that number up and down to achieve different results depending on the scene. A higher number will produce smoother lighting, but will take the definition out of your shadows which is not always desirable.
Lastly, make sure all the faces on the cylinder are mapped to 'World' in the texture application tool (shift+a). 'Face' will sometimes produce odd results if you don't use it deliberately.
If VHLT doesn't help then make the pillar with less edges or of larger diameter or scale down the texture, because lightmap grid size is 16 units for texture with scale of 1 so you want faces no smaller than 16 units to avoid smoothing bugsget arrested, why?
anyway better not map your school u can get arrested ^^