lightmap problem in 2.5.11


(ydnar) #21

OK, it’s as I suspected.

The map has sky behind a caulked face. This allows sunlight to leak through to edge luxels because sunlight is only shadowed by visible surfaces, not brushes.

If you put a textured face on the top/back of that wall between the staircase and the sky, the light leak will go away.

y


(ratty redemption) #22

ah, that would apply to my terrain map as well, Ill test it and report back... I hope its as simple as this to fix :slight_smile:


(flagella) #23

that would be the fix!

thanks for all the help, ydnar.


(RabidCow) #24

Thanks Ydnar, that was the ticket for me as well! I guess we will have to improve our construction technique for this new version :slight_smile:
RC


(ratty redemption) #25

can the shaders used on our brush faces blocking light leaks, have surfaceparm nolightmap and nonsolid properties?

I assume they shouldn`t have trans?


(seremtan) #26

I was still getting minor light leaks even after doing this (which I did before you suggested it since it seemed logical) - those are the leaks on the other thread about this issue. MOST of the leaks did indeed disappear though with externally textured faces interposed between world geometry and portal sky.