What the deuce is causing this? It's driving me mental as there is no possible reason for this to be occurring. It's in other areas of the map too but here it is the most noticeable.
Team Fortress 2 and crappy light blobs
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tried doing a -final compile?
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Aye, still looks the same pile of pants. GAH!
I've tried different lightmapscales, compiling without models, changing func_details, -final and tweaking the lights in the area and it's still the same.
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could be a problem with the decals.
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I don't have a single decal in the map so it's not that

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that's really fucking weird.
Can you edit the lightmaps by hand on source engine?
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Yeah you can sort of, turn on a lightmap grid in the 3d view where you decrease or increase the scale for luxels. Hasn't made any effect for this issues though. Still looks the same regardless of the scale I try.
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hmm, tried just remaking the brushes then?
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gnah sry, not decal, the terrain is going havok there, most probably. iirc simon.wt had a simmilar problem with one of his off limits maps not long ago?
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Hmmm nope it's not the displacements they're cool. I do remember Wesley having a problem with weird bright spots on his displacements. I guess this is the opposite to his problem. God I hate source sometimes. Nothing I've tried so far as worked, this is starting to really grate on my temper!
And yeah I've tried remaking the brush too pampers, made no difference either

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Maybe corrupt harddrive/RAM that screws up things during compile?
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Nope definitely not corrupt everything is working perfectly. I guess I'll try deleting the SDK next. What I have noticed though is this light blob seems to appear on angled surfaces more than anything else.
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Just wanted to chime in and say that I've got the same problem in one of my levels at work. Still to do the final lighting pass on the level yet so hoped I'd manage to get rid of them, but somewhat disheartening to hear dux isn't having any luck doing so
Nobody else had this issue before? I never had. We're using the orange box codebase, which i've never used outside of our game, but I figure others making TF2/portal maps might have stumbled into it? -
If everything fails... mail valve!
Really, who knows you might get a response. -
I mailed Valve before about a problem I was having with the combine soldier's AI and I got a reply pretty snap. It's worth a try.

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You can also try to just copy paste everything into a new .vmf, it works with quite a lot of errors...
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Yeah the sourcedev mailing list is normally pretty good for getting responses - either from valve themselves or from other licensees who have found solutions to the same problems - so I'm sure I'll get a reply of some sort. Will let you know if I find out anything.
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After trying EVERYTHING I've discovered the cause of the problem and have fixed the persisting issue! It's all to do with where the map is built on the grid, ridiculous I know. I had initially build the map on the left of the grid and after deciding to copy the map into a new map it obviously pasted onto a different part of the grid and after compiling it the blobs had changed angle and direction. So I moved the map to the centre of the grid and compile and the blobs we're gone. Huzzah! What an annoying fucking problem this was.
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How far off to the side were you building? Doom 3 and Unreal both start to have significant precision errors (texture alignment, grid snapping, and I think sometimes even z-buffering) when you get out to high enough grid numbers, I assume that's probably the same situation here. It's a pretty common issue unfortunately. Stupid math.
Glad you got it fixed! Now we need some screens of the rest of the map

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I wasn't building that far off of the centre, really. Just far enough to the left for it to be considered the... left. :monocle: I've wasted so much time in fixing that problem I'm behind my schedule. I'll pimp it in a few days I hope.
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