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Team Fortress 2 and crappy light blobs


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Posted

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.

Posted

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.

Posted

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.

Posted

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 :/

Posted

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.

Posted

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?

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