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light_environment bug

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So I'll try to make this short. Is it possible to have a decent-looking interior level with skybox light coming in through windows?

Because no matter what I do, no matter what game I make it in, no matter what methods I use or what engine branch I'm working in, it always results in squares of light appearing throughout the room the light is being cast into. 

This is an example from Black Mesa's hammer:



The thing is, Half-Life 2's official maps use the same lighting method perfectly. Nova Prospekt is a perfect example. Skybox lighting peering into a building. But I can't recreate it. 

Any help, please? 

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    Devieus avatar
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    It doesn't matter what game you're compiling for, they're all using the same version of VRAD; what does matter is how you use it, is it set to full? What are the lightmap settings of the brush faces? What are the light entities used and what are their settings?

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    Posted by Devieus

    It doesn't matter what game you're compiling for, they're all using the same version of VRAD; what does matter is how you use it, is it set to full? What are the lightmap settings of the brush faces? What are the light entities used and what are their settings?


    I'm using HDR only settings, and the only manual alteration I've made is having -low set. 
    The lightmaps for the brushes are set to 4, but it appears at all sizes. Just blurrier the lower you go.
    There are no light entities in the map other than the light_environment (and yes, I've tried adding one under the assumption that VRAD doesn't like maps with no light entities), and I've tinkered with my light_environment settings endlessly. I've even copied and pasted ones from decompiled Valve maps, and I still get the effect.
    I DON'T HAVE A 30 CHARACTER TI

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