Normal maps and CS:GO lighting problem on models

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Normal maps and CS:GO lighting problem on models

Postby Xyos212 on Sun Mar 10, 2013 3:16 am

I have a rock wall model I made. With a normal map applied FROM A DISTANCE the model appears unlit, not affected by the light_enviornment but still showing its normal map/phong. When I walk closer the proper lighting on the model fades in, and in turn removes all normal map/phong effects.

I dont know why this is happening. I would like the model to display properly with a normal map and being properly lit from a distance and up close. When the normal map is removed the model lights fine from any distance. Pics:

Proper lighting, no normal map:

http://imageshack.us/photo/my-images/68 ... 00003.jpg/

Normal map, distance, not lit properly(Note shadow on ground, but not wall):

http://imageshack.us/photo/my-images/33 ... 00001.jpg/

Normal map up close:

http://imageshack.us/photo/my-images/25 ... 00002.jpg/




VMT example:

"VertexlitGeneric"
{
"$basetexture" "models/mountainrange/mountainrange"
"$bumpmap" "models/mountainrange/mountainrange_normal"
"$surfaceprop" "Rock"
$detail detail\noise_detail_01
$detailscale 48
$detailblendfactor 1
$detailblendmode 0
$model 1
$nodecal 1
$halflambert 1
$phong 1
$phongboost 4
$phongfresnelranges "[0.05 0.5 1]"

}



Please if anyone can help I would greatly appreciate it! :)
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Re: Normal maps and CS:GO lighting problem on models

Postby WhiteDevil on Sun Mar 10, 2013 10:31 am

Seems like a basic compile problem there, make sure you have "-StaticPropLighting -StaticPropPolys" in your light compiler and try again.
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Re: Normal maps and CS:GO lighting problem on models

Postby Xyos212 on Sun Mar 10, 2013 7:21 pm

Those are all there by default in expert mode :(
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Re: Normal maps and CS:GO lighting problem on models

Postby jimonions on Mon Mar 11, 2013 8:30 am

try these

"$envmaptint" "[ 0.2 0.2 0.2 ]"
"$envmapsaturation" 1
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Re: Normal maps and CS:GO lighting problem on models

Postby kraid on Mon Mar 11, 2013 12:42 pm

Not sure if this still applies on CS:GO, since it's on a newer engine version, but i know that per-vertex-lighning won't be used on normalmapped props.

But since your issue seems to be related to your distance to the prop, it might be something like the detail map fading out on a certain distance.
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Re: Normal maps and CS:GO lighting problem on models

Postby Text_Fish on Tue Jan 07, 2014 10:08 pm

Xyos212 did you ever get to the bottom of this problem? I started getting the same problem today, and it seems to occur in Hammer and Model Viewer as well.
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Lighting: The arrangement, hue and intensity of one or multiple light sources.
Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.
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Re: Normal maps and CS:GO lighting problem on models

Postby Text_Fish on Wed Jan 08, 2014 1:04 pm

To elaborate, I've uploaded a video to show the problem in action (the sexy music is just a bonus ;) ) :



I've tried reducing the VMF to the very basics (no spec, bump or anything) but the problem persists.
Mappers Top Tip #548
Lighting: The arrangement, hue and intensity of one or multiple light sources.
Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.
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Re: Normal maps and CS:GO lighting problem on models

Postby Text_Fish on Wed Jan 08, 2014 6:49 pm

Problem solved. Turns out I had some funny mipmap settings in VTFEdit (I have a bad habbit of tinkering with settings I don't fully understand). Xyos, if you used VTFEdit to import your texture, make sure you didn't set mipmap generation to "Darker".
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Lighting: The arrangement, hue and intensity of one or multiple light sources.
Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.
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