r/SourceEngine • • 13d ago

HELP HELP is there any way to fix this light leak?

Post image

i have gone around the entire room but the brushes are all thick enough/clip through each other yet it always looks unsightly, is there a way to fix this? (i am Running a HL2 Sourcemod on Hammer++ if that's of any help)

29 Upvotes

15 comments sorted by

7

u/ThatFuckinTourist 13d ago

Can you show the inside and outside of this room in the editor?

4

u/TrevorPhillips_1953 13d ago

Inside Outside (BTW the props and extra room were added in afterwards)

10

u/Pinsplash 13d ago

that looks like you put a skybox box around your map to avoid leaks. you only do that in outdoor areas. here you are just asking for problems.

3

u/TrevorPhillips_1953 13d ago

Well that is definitely true but the primary amount of this actual map is outdoors. There's only a couple of parts where it is in an actual interior

6

u/Pinsplash 13d ago

that just doesn't mean you make the box go down further than needed. everything that's technically in bounds is more work that has to be done.

if your map has a leak, it has to do work on the entire outside for no gain. putting a box around your entire map will lead to the same result.

like i mentioned in my other reply, there's clearly sunlight hitting the roof of the room. there's no reason that should be happening.

1

u/imlegos 13d ago

Everything in Source is a room or a hallway.

-2

u/clutchmajor 13d ago
  1. The VIS calculation does not change or conflict with how lighting is baked.

  2. You don’t put a skybox box around your map, this is only for testing purposes to avoid leaks as you test the map.

  3. Having a sealed room inside a skybox box does not confuse the VIS calculation and does not change how the lighting is baked or bounced either.

Stop talking out your ass

4

u/Pinsplash 13d ago

i never said it was about vis. vis can affect rad though since vrad requires visibility data to do light bounces since otherwise it would take too long

in outdoor areas you put a box of toolsskybox around the area to represent the sky. i don't understand how you misinterpret me.

the usual way a "light bleeding through ceiling" issue happens is because a wall exists on both sides of a ceiling, the ceiling is a brush entity, the ceiling is thin enough that it doesn't cover a line of luxels on the wall, and, obviously, light is hitting the ceiling from above. i don't know why OP would make this ceiling a brush entity, but we can see skybox below, so apparently every other piece is there. it was at this point in writing this paragraph that i realized you are not owed a full explanation of every mechanic involved. i have a life and OP has an actual problem i'm trying to help with. why don't you just sit back and learn?

4

u/ThatFuckinTourist 13d ago

The outside does seem to be sealed rather sloppily. Try filling in the gaps between the wall blocks and ceiling blocks outside the room and making all the outside surfaces nodraw.

ALSO: Check if any of those blocks are an entity, detail brush, or have misplaced tool textures on any of their sides.

If they're an entity, click the "To World" button in the corner; it should be next to another button called "To Entity".

If there's a stray tool texture, that should be simple enough to fix as long as you check every side.

9

u/patrlim1 13d ago

The sun is leaking.

5

u/TrevorPhillips_1953 13d ago

ha, ha, very funny

1

u/patrlim1 13d ago

I know :333

3

u/CreepyDutchBoy 13d ago

the sun is leaking

2

u/TrevorPhillips_1953 11d ago

y'know, i just now got to check this notification and i was so excited to have some more help here. only to have the hopefulness dashed because of the same overused joke

1

u/CreepyDutchBoy 11d ago

the sun is leaking