Strange/choppy lighting Created 17 years ago2006-10-21 23:24:25 UTC by srry srry

Created 17 years ago2006-10-21 23:24:25 UTC by srry srry

Posted 17 years ago2006-10-21 23:24:25 UTC Post #200348
I'm getting this really strange lighting problem. There's these bright spots on walls, and then it'll just kind of cut off at a point. No matter what compile settings I have, the problem always shows up in some form.

If you look at this picture, you'll see exactly what I mean:
User posted image
There is no other spot in the map where this is happening. Any ideas?
Posted 17 years ago2006-10-22 00:28:56 UTC Post #200351
Hmm.. Fiddle around with all things related to them.

e.g. move the lights a smidget (or the brushes the texlights are on if you are using them), move walls a bit, make brushes solid etc, look for intersecting brushes that may cause texture chops etc.

Lighting is annoying as it can be unpreditcable.
Posted 17 years ago2006-10-22 01:07:27 UTC Post #200356
Are the walls composed of a single brush?

Do you have hint brushes placed anywhere?

Are those all solid brushes (versus func_wall)?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2006-10-22 01:13:44 UTC Post #200358
No, it's not made of a func_wall, there's no hint brushes in the map, and those walls are only made of a single brush (they should be, right?)
Posted 17 years ago2006-10-22 02:10:44 UTC Post #200361
Is there anything that would cast shadows on that wall that is a func_wall? If so you may want to fiddle with the ZHLT flags if you have a recent HL1 FGD.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-10-22 02:36:51 UTC Post #200363
You mean are there any func_whatevers with a "opaque" lightflag? None of those in the map. :
Posted 17 years ago2006-10-22 04:48:07 UTC Post #200366
try deleting and replacing the brush - also try running with extra rad & full vis.
Posted 17 years ago2006-10-22 05:37:37 UTC Post #200372
Pretty weird. I've never seen any thing like that from texture lighting... do you have any light_spots or a light_environment in there? [/reaching]

If you want, put in the problems section or send it to me, and I checkie out :)
Posted 17 years ago2006-10-22 06:38:59 UTC Post #200375
Do you have any light emitting object in the ceilling above the problem? Is that ceilling causing brush splitting? It looks like that light comes from the ceilling...
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-10-22 15:30:52 UTC Post #200418
alexb911: As I said, it doesn't matter what compile settings I have, the error always shows up. I can't see how replacing the brush would help either, but I'll give it a try.

Rowleybob: Nope, niether of those in the map. I might consider sharing it with you though.

Muzzleflash: There's no func_walled light source within the ceiling brush, if that's what you mean. I'll check to see if it splits though.
Posted 17 years ago2006-10-25 19:57:45 UTC Post #200842
If nobody can figure this out, I guess I'm going to have to live with one shitty intro map in my mod... :
Posted 17 years ago2006-10-25 20:11:00 UTC Post #200843
"Cut out" that part of the map, and put in the problems section, or give us a link to check it out. It doesn't seem like a very hard problem, but your not really giving us a lot to work with ;)
Posted 17 years ago2006-10-25 20:24:58 UTC Post #200844
It's strange, it seems to have gone away for the most part in my compile that just finished. It may turn up again, however.
Posted 17 years ago2006-10-26 00:10:54 UTC Post #200869
srry do you have a geforce 6800 xt graphics card or anything around that? because i get errors like that on random maps at random times and the way i fix it is to throw a he nade (in cs that is) and it corrects it... i dont no why but o well... i think it has to do with glitchy driver updates
Posted 17 years ago2006-10-26 15:29:52 UTC Post #200955
What? I don't see how this has anything to do with my video card, as it's obviously precomputed lighting that's compiled directly into the map. It's going to stay the same, no matter what you do to it in-game. I've had a 6800 for a year or more, and I've never had this happen before.
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