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[SOLVED] Strange Lighting Problem with Final Compile

I was getting ready to release a map today, but as soon as I tested the map after using the final compile I noticed something was wrong.
Almost all of the grate texture enclosing a space behave strangely with light. It is as if the light does not pass through them. The surfaces inside appear either completely black, or covered with dark yellow-green splotches that mean they aren't being lit.
Again, this did not happen until I used the both-final compile option, so I'm assuming it is somehow related. Thanks in advance for any help or ideas as to what caused this.

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images

I assume you have cubemaps entities in your map and you build cubemaps after the compile?

if you want your grates to not cast shadows behind them, convert them to func_brushes and disable shadows.

My Maps:
[spoiler][SP] Alternate[/spoiler]

There are a few less known options for vrad that affect shadows cast by props.
Have a look at this thread.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Thanks you two, I had no idea grates cast shadows like that. Just to be clear, those commands appear to do what the final compile usually does, but more efficiently?

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images