There is not one single purple light on the map, yet there is a purple glare everywhere, the map is rather huge but the only thing that seems to help is reducing reflections, does anyone have experience in dealing with this? Am I better off just moving the entire map to Parallax? Its around 1000 pieces so its really not preferred.
I'd love to be able to explain this as well as some other people, but I can't. Luckily, there's a thread here, about cube mapping, which I'm willing to bet is the source of your problems. You may have to move your map a little bit unfortunately, but I hope his helps you learn for the future.
Thankyou so much! Its always nice to learn about this stuff, its a bit confusing but I think I will figure it out.
I don't think it has anything to do with the cube map location. It's just purple regardless, lol. Though you can probably fix the color by using the technique in that thread.
Nevermind the purple war is over, oddly enough a block placed in a specific area way far from the cube map did this, a nice big ass window fixed the issue. I appreciate the effort.
Before anything else, I just want to point out that "Purple War" would be a decent name for a Covenant-themed map where the Covenant factions can't decide on the new shade of purple they want to use. Also (even though you said never mind) I'd like to suggest that if you ever have this problem again to make sure you don't have even one emissive object with light bake turned on (overlay > 0). The exact same thing happened to me a month ago and it forced me to find Tidal's Meteor Shower cube map (didn't think of checking Forgehub for it). The trick above only works if the cube map point is surrounded by objects with light bake turned on, by the way. If you place another object, such as my personal favorite - a skull - inside the cube map enclosure, you'll be able to see it reflected on the surface of any object with shellac overlay or a high enough matte setting and light bake turned off. It's a bit low-res, though. This trick can also be used, with some patience to light up a dark map. It eliminates the need for invisible lights here and there, so it's actually improved my frame rates in every case. The only thing on such a map that could be completely black or white afterwards would have to be emissive overlay, 0 intensity - black or white or just have light bake turned on. I use eight 9' pipes centered on the cube map point (so on Exosphere they'll all be at x 0.00, y 0.00, z 0.00), turned into a sort of octagon shape since there's no hollow sphere object, but the more the merrier, so it masks the lines where the inside surfaces meet up. They're metal/0 matte/no overlay/light bake on with a couple invisible point lights inside - one facing up one facing down. The settings on them start out: off for dynamic/8' distance/x brightness/100 ratio. You can adjust the shade of grey or change the color to something warmer or cooler like beige or baby blue to get the equivalent of a filter. You can change the color and textures of the pipes, too, for a different effect or more precision. It also works in interesting ways with the screen filters to make things like green underwater or red hud flood maps. It's been mostly a fun distraction, but it was the starting point for a map last week. Again, make sure that anything and everything you want effected by the box has light bake turned off, I've noticed. You won't see anything until you generate lighting again. Sorry for going on, but this trick was posted on Forgehub's YouTube channel a while back, so it seemed like I ought to expand on it here first. I have a little prefab for the trick, but it's almost just as fast to DIY. It'd be nice to have as many people improving it as possible, too.
Don't apologize this is pretty useful, this map was rather huge (It was Spirit Board) so it was tricky to deal with the issue since the wall somehow blocked some area outside the cube map that affected color, which is weird since it was far from the actual cube map. The skull trick sounds really cool though, thanks for sharing.