Model lighting issues

https://images.discordapp.net/.eJwNycsNwyAMANBdGADzSTDJNoggQ0ViBO6p6u7tu76Pes-uTlVFxjoBrrYyz0sv4ZmoaGKmXtJoS2e-IYmkXO_yyAJn0ccDwxFc3HYTLYLDiMZbj5sz_9yDhd6oSntIvwap7w8sBiMt.D9B17N-BYcqR8WTZzcMIfRNVEt0?width=720&height=405

top and bottom pieces of the wall are black. ive tried spilitting it into different pieces and different map compile settings.

is the part that is black a model or a brush?

If it’s a model place an info_lighting entity and tie it to the models that are having lighting issues.

It could also be models casting shadows onto each other, which can be rectified by disabling shadows (sometimes not the best option) or running a final compile with -staticproppolys (I think that’s the one for improved static prop lighting?)

I ended up turning the model into brushes with light map scale set to 1 and then converting it to a model with propper. but i still have another problem with making a lot of trees for a forest. is it possible to join a bunch of models into one?

yes with a modeling program