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kraid wrote:By converting you mean turning it into a prop.
If so, it's not a suprise at all that there is no good lightning.
By default, Source samples the prop lightning at it's origin and the whole prop will be lit with that value.
You should try using the advanced compile and add -StaticPropLighting to the light compile parameters.
This will cause the props beeing lit on a per vertex base.
Note that this will not only increase the filesize of the map but also might look strange as well in some areas.
A normalmapped prop will bypass this vertex lightning, too.












NAPREDATOR wrote:I changed all the models from prop_statics to prop_dynamics and changed the fx color of them all to make them appear darker,
NAPREDATOR wrote: now the only thing that is fullbright is the player, not much i can do about that but i can live with it

Gary wrote:NAPREDATOR wrote:I changed all the models from prop_statics to prop_dynamics and changed the fx color of them all to make them appear darker,
I'm sorry, but that is awful... not only are prop_dynamics more expensive, they can't properly receive lighting or cast shadows. But if you really cared, you would map it out with brushes.NAPREDATOR wrote: now the only thing that is fullbright is the player, not much i can do about that but i can live with it
The player model is looking for a lightmap position for light, since your map is props, the lightmap is based on the brush box you have surrounding your props. And since the props are now dynamic, they can't cast shadows, so your lightmap has no shadows.




kraid wrote:What exactly are you planning to use this for once it is finished?


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