Xoom3r wrote:Light_spot is my friend for these dark ceilings!
Thanks!
No. Ambient light is your friend. But you have a leak in your map which is why it isn't being calculated.
Find where the leak is and seal it and then the black will be filled with bounced light calculations.
Edit:
Here is an example:
The light shown consists of 1 light_spot pointing down. The light above it is calculated after direct light during compiles. If it doesn't calculate, you end up with a black ceiling. This is due to the map having a leak, most commonly a gap in brushwork that connects the inside of a map with the infinite outside.