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The technical answer: All of the trees in the map are combined into several large models to improve performance, but this caused some issues with light_dynamic entities (for example, when using the light tool, or driving around the map with SCars). I needed a dark, inaccessible area that could act as the lighting origin for all of these models. This essentially prevents them from being affected by dynamic lights altogether (which still isn't ideal, but it's not as noticeable). Static lighting and flashlights still work fine, however.
Ah right okay. Thanks for the answer :D