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Messed up lighting on func_detail brushes??

  • Scinbed
  • May 30, 2009 at 10:24 PM
  • Scinbed
    • May 30, 2009 at 10:24 PM
    • #1

    I've started making a TF2 level and built some wooden stairs using func_detail brushes. I'm getting some bad lighting errors when I play in game. To start with, the lighting looks flat and kinda vertex-lit I guess, then when I start walking up the stairs the brightness of them changes randomly as I move. Like how the brightness of surfaces changes with HDR on.

    The process I took to make the stairs was to make the whole set out of world brushes, apply/rotate/scale textures + nodraw on unseen surfaces, selected all the brushes that make up the staircase and made them into func_detail brushes. Lightmap resolution is set to 8.

    Just started using Hammer a few days ago, I couldn't find anything from a quick google search...

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/badlighting01.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/badlighting02.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/badlighting03.jpg]

    Anyone know how to fix this?

  • Skacky
    • May 30, 2009 at 10:26 PM
    • #2

    Don't use HDR on TF2, it looks absolutely awful. (and creates issues like this, plus corrupted env_cubemaps and such).

    I had exactly the same issue with some brushes on the thingy I'm working on (plus some fullbright overlays). Compiling without HDR fixed this.

    (As far as I know no official TF2 maps use HDR).

  • Scinbed
    • May 30, 2009 at 10:42 PM
    • #3

    Ok, thanks for the tip, didn't know TF2 doesn't use it well

    However... I still have the same lighting problems without HDR.

  • Pampers
    • May 30, 2009 at 10:58 PM
    • #4

    the reason might as well be that you are using a material thats set up to be used on a model and not on a brush

  • Scinbed
    • May 30, 2009 at 11:06 PM
    • #5

    Awesome, that was it. Thanks. Luckily there was a non-mesh version of that texture (though it will probably get changed anyway).

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