Would be really helpful if someone has a solution for this. I noticed this issue in 2 areas, each one in a different map. Once a player is there its model gets almost pure black, but surrounding brushes have much more residual light. Most of the surrounding geometry isn't solid in both cases and there are displacements used as ground. Lighting is light_env only in those areas, the one bounced by other surfaces, not direct.
Could it be related to some vrad issue? I mean not using -final, or needs some special parameter?
BTW, FoF is a week away of release ![]()