dux Posted January 13, 2009 Report Posted January 13, 2009 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. Quote
dux Posted January 13, 2009 Author Report Posted January 13, 2009 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. Quote
e-freak Posted January 13, 2009 Report Posted January 13, 2009 could be a problem with the decals. Quote
dux Posted January 13, 2009 Author Report Posted January 13, 2009 I don't have a single decal in the map so it's not that Quote
-HP- Posted January 13, 2009 Report Posted January 13, 2009 that's really fucking weird. Can you edit the lightmaps by hand on source engine? Quote
dux Posted January 13, 2009 Author Report Posted January 13, 2009 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. Quote
Pampers Posted January 13, 2009 Report Posted January 13, 2009 hmm, tried just remaking the brushes then? Quote
e-freak Posted January 13, 2009 Report Posted January 13, 2009 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? Quote
dux Posted January 13, 2009 Author Report Posted January 13, 2009 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 :/ Quote
insta Posted January 13, 2009 Report Posted January 13, 2009 Maybe corrupt harddrive/RAM that screws up things during compile? Quote
dux Posted January 13, 2009 Author Report Posted January 13, 2009 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. Quote
ReNo Posted January 13, 2009 Report Posted January 13, 2009 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? Quote
-HP- Posted January 13, 2009 Report Posted January 13, 2009 If everything fails... mail valve! Really, who knows you might get a response. Quote
Psy Posted January 13, 2009 Report Posted January 13, 2009 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. Quote
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