Unable to fix a strange lighting artifact created by vvis

Whenever I compile my map with the vis process, this wall gets lit in a way that’s not supposed to be possible. That face is also facing the opposite direction from the light_environment:

http://img833.imageshack.us/img833/5301/vvisproblems.png

I’ve tried cutting visleafs and using the block light tool, but neither worked. There is a texture light adjacent to the face, and I tried removing that too. That didn’t work. I’m at a loss of how to fix this. Any ideas?
Here’s the compile log:


materialPath: c:\program files (x86)\steam\steamapps\<username>\half-life 2 episode two\ep2\materials
Loading C:\Users\<username>\Desktop\map	ube.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\<username>\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\<username>\Desktop\map	ube.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (78855 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 210 texinfos to 101
Reduced 33 texdatas to 31 (742 bytes to 688)
Writing C:\Users\<username>\Desktop\map	ube.bsp
2 seconds elapsed



2 threads
reading c:\users<username>\desktop\map	ube.bsp
reading c:\users\<username>\desktop\map	ube.prt
 250 portalclusters
 658 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2 visible clusters (0.00%)
Total clusters visible: 7808
Average clusters visible: 31
Building PAS...
Average clusters audible: 248
visdatasize:14080  compressed from 16000
writing c:\users\<username>\desktop\map	ube.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

[Reading texlights from 'c:\users\<username>\desktop\map	ube.rad']
Warning: Overriding 'lights/white001' from 'lights.rad' with 'c:\users\<username>\desktop\map	ube.rad'!
Warning: Overriding 'lights/white002' from 'lights.rad' with 'c:\users\<username>\desktop\map	ube.rad'!
Warning: Overriding 'lights/white003' from 'lights.rad' with 'c:\users\<username>\desktop\map	ube.rad'!
[3 texlights parsed from 'c:\users\<username>\desktop\map	ube.rad']

Loading c:\users\<username>\desktop\map	ube.bsp
1151 faces
1 degenerate faces
27564 square feet [3969314.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1150 patches before subdivision
45590 patches after subdivision
28 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6571084, max 685
transfer lists:  50.1 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(194208, 107622, 36214)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(47208, 24259, 6918)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(9937, 4843, 1220)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(2272, 1047, 234)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(515, 227, 46)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(119, 50, 9)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(28, 11, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(6, 3, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0943 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
16 of 26 (61% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   7/1024          336/49152    ( 0.7%) 
brushes                214/8192         2568/98304    ( 2.6%) 
brushsides            1684/65536       13472/524288   ( 2.6%) 
planes                 888/65536       17760/1310720  ( 1.4%) 
vertexes              1822/65536       21864/786432   ( 2.8%) 
nodes                  624/65536       19968/2097152  ( 1.0%) 
texinfos               101/12288        7272/884736   ( 0.8%) 
texdata                 31/2048          992/65536    ( 1.5%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1151/65536       64456/3670016  ( 1.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              423/65536       23688/3670016  ( 0.6%) 
leaves                 632/65536       20224/2097152  ( 1.0%) 
leaffaces             1362/65536        2724/131072   ( 2.1%) 
leafbrushes            597/65536        1194/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             6735/512000      26940/2048000  ( 1.3%) 
edges                 4086/256000      16344/1024000  ( 1.6%) 
LDR worldlights         28/8192         2464/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             58/32768         580/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1590/65536        3180/131072   ( 2.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 8/512          2816/180224   ( 1.6%) 
LDR lightdata         [variable]     3329012/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       14080/16777216 ( 0.1%) 
entdata               [variable]        6719/393216   ( 1.7%) 
LDR ambient table      632/65536        2528/262144   ( 1.0%) 
HDR ambient table      632/65536        2528/262144   ( 1.0%) 
LDR leaf ambient       839/65536       23492/1835008  ( 1.3%) 
HDR leaf ambient       632/65536       17696/1835008  ( 1.0%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/734      ( 0.1%) 
pakfile               [variable]      211493/0        ( 0.0%) 
physics               [variable]       78855/4194304  ( 1.9%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2741
Writing c:\users\<username>\desktop\map	ube.bsp
42 seconds elapsed

Have you tried adjusting the lightmap scale
have you tried remaking the brush?

Increasing the lightmap scale to 256 made the entire wall bright, and remaking the brush had no effect. I made the hallway wider, but that moved the problem to the other side of that pillar, which is strange. And blocklight tools again just cause problems and no solution either.
Unless there are any other suggestions, I think changing around the brushwork may be the only way to fix it.

[editline]December 28[/editline]

Nope. Seems that even when I move the damn thing it follows the brush.
Seriously, what the hell.

I had a similar problem a while ago.

The interesting thing was that the brushes being affected didn’t actually have anything to do with the problem. I noticed that the extra light occurred in stripes across the entire map, not just in one specific area.

I eventually solved it by compiling the map with specific parts excluded until I got to the area I marked as green. After I removed that entire section and rebuilt it, the problem was gone. I’m assuming it had something to do with a few messed up brushes, even though the problem checker never returned anything. Unfortunately that’s all I know about my specific case, and yours might even be a completely different problem. How do you know this is being caused by vvis?

I did as you suggested, and that didn’t work. In my anger I deleted a different texture light than the one mentioned earlier and the problem became magically fixed. Either way, thanks for your help.