#Lighting? Artifacts On Walls
1 messages · Page 1 of 1 (latest)
There is also my most recent vmap soince people looked at it
I've
deleted lights, made new ones, used different light types
remade the faces
split the faces
looked at lightmaps
If still goes unknown by fixing from myself and others, I'll just remake it but, doing the map itself was kind of an exercise to learn the tools so would prefer to know what I did wrong before making the same mistakes
what settings are you compiling on?
whole map is one mesh too, that might be an issue....
are you doing a cordon compile?
I tried all types of compile settings, with/without cordon
i was told it being one mesh wasn't a problem right now but to split it up at some point
I would be splitting it up now to confirm thats not the issue
show lighting complexity view
I might have shown that to somebody else, but forget the names of stuff, how would i show that
not the thing i was thinking of but i'd also shown this to someone
not horrible, probably not the issue then
If it was something to do with not having more than 1 mesh I would have thought my ported maps that came in as 1 mesh had problems when compiled
I feel like just remakin g it from scratch might be the best course of action as it seems like its not a common/obvious issue
I split this room's faces from the rest of the mesh, compiled and opened mat_fullbright 2 and here it is
I had said before it was on the lightmap thing but uhh
honestly just going to remake from scratch, got these when splitting meshes
I think its just shoddy work i've done
nvm dawg built 1 singular room and its still fucked 😭
has anyone else compiled it

In the same places too
like I just deleted everything from the vmap made a room cut up some faces put in a skybox face in the wall where an door to outside would be and its still giving me this shit
This time the artifacts are lining up with the cuts i've made-ish
but I cannot understand what is wrong about it
vmap if anyone can take a look so they can explain how I'm an idiot for doing something
I'm compling your things so I can hopefully talk down to you in a little bit 🙂
Thanks 😆
I split up the lightmap playerspace stuff so its per room
I forgot to put one of the lightmap things in this map, but I don't think its that for this one anyway
Peake is cursed. Everyone that helps him cannot help him
Time to ping all valve workers in a certain chat
I will be posting my findings
I have none
There are no findings
this is an omni light
you know, a non square light
a non cuboid light
I have run out of ideas
I've:
Completely cleaned up all topology
Moved lights around
Deleted Lights
Used only an emissive object
Moved and rotated the map
Changed the wall texture
Remade the light_env
Used a different light
Changed visibility to full under map properties
Exported level geo, imported to blender, exported from blender back into hammer
Added minimal blocklight
Tried separating the toolssky from the mesh (just to try)
Thanks for trying Seth
It's not the light env because I accidentally blocked it
Everything that touches peake's map turns to ash
@ancient meadow any ideas?... 😐
Tonight when I’m back from work I’ll take a look ❤️
❤️
I really can't fathom how it could have gone so wrong when all I've done is create a single room and cut it up a bit using the clipping tool
For the singular room vmap anyway
The larger one I made before had some more questionable topology than the single room but still with the same methods
Tried just copying it into a completely new vmap file?