With enough func_details present, I see strange lighting that produces angled shadows across the entire map. These shadows go through walls and even override light cast by other sources. I discovered that they're not caused by any one detail brush, or small combination of them. It only occurs when the vast majority (+95%) are compiled.
I don't have an absurd amount of func_details. It's not a particularly * massive* map -- just large. Does anyone know if there is a functional limit to the number of func_details you can have? Is there a quantity of detail brushes that adversely affect VRAD, but aren't restricted by a hard-coded limit when compiling? -- *Daniel Jordan* www.daniel-jordan.com _______________________________________________ L4Dmapper mailing list [email protected] http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
