Hit a small snag mapping in hammer, any help?

So I am quite the novice using hammer but I have been trying to improve my skills with a L4D map I have been working on recently, all is going swimmingly but with some static props the lighting and texture seem to be a little warped, any suggestions

PIC: here is the problem with a car model

and the same for a curtain rail

Another problem I have been getting is with models that have transparent textures the shadows seem to be cast off the collision model as opposed to the dominant texture. I have tried to fix this using the lights.rad method but the shadow is still being cast off the collision model despite being told not to.

as shown here;

any help would be greatly appreciated

EDIT:
progress. or lack there of.



What i usually do is place an env_cubemap next to it, if that happens, but that’s probably not the proper way to solve this.

This explains now to get the shadows casting from the polys, instead of the collision model pretty well https://www.youtube.com/watch?v=2jEuuvSevi0&feature=player_embedded

As for the texture thing, I have no idea. Have you tried using a prop_physics and ticking static in flags?

1st picture: env_cubemap. You need to place them in your map then type “buildcubemaps”, without quotation marks, in the developer console to build them.

2nd picture: You will need to go into your expert compile options, and put “-StaticPropPolys”, “-StaticPropLighting” and “-TextureShadows” in the $light program’s command-line options, again without quotation marks.
Your light model doesn’t look like it’s using it’s “on” texture. Make sure it’s using the right skin, there should be a tab in the model browser in Hammer which will tell you which skin you need to be using.

That’s about it, for your issues.

That was the exact tut I was using to try and solve it but as stated the lights.rad method didn’t exactly work. but cheers anyway.

Tried using cubemaps and that solved the texture problem so i’m content for now

EDIT < Success

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