My maps' lights are not always right [SDK Help]

This happens with me ALL the time, I don’t really change anything with the original map’s lights except minor positions, why does it end up being like this? It should be as the original.

Original map :

My edit :

What’s wrong?

This is how the lights are in Hammer:

Help will be appreciated

I havn’t been using SDK that long but I think that the lighting setting for Black mesa differ from that of HL2 :smiley: M. It looks like the brush making up the main part of the map is set to cast shadows and as a result the entire map is in a shadow of the light coming from the skybox.
As I said though I have no idea if any of what I said is true I only started using SDK 3 days ago.
Looking good though :slight_smile:

Looks like you’re using just a single light_spot per light. Use another, and/or a standard light in addition for more ambient lighting.

Decompiled maps, good job.

Provide a compile log and we will see what errors could pop up first.

Our VRAD is different to other Source games. Try putting a weak light entity of the same colour inside all of the spotlight entities. That provides some local fill.

How can i pack cubemaps into bsp file. Tryed pakrat , not working.

Console command buildcubemaps

Omg i know, but when some one tries to open my map everything shiny.

like omg sounds like you need to compile cubes for both HDR and LDR, a’duh

Adding the “light” class fixed it.

Thanks Black Mesa! Does the thank you pose from the video

(Smile intensifies)

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.