Darker lighting on props

Started by Chrizzy mapper
08/07/2015 19:00
Page 1 of 1
Chrizzy mapper08/07/2015 19:00

Hello, I need to replace geometry with models because I'm reaching the limits of brushes etc. When i replace brushes with models they get darker then the original and it doesn't look right.. This is especially with large models.

Example:

Look at the three pillars in the middle:
Brushes
Models

Anyone know anything about this?

Raptor 08/07/2015 19:12(edited 08/07/2015 19:13)

Hi, I think you are experiencing an optimisation in vrad that average light across the entire model to reduce compile times. Try adding -staticproplighting to the vrad commmand line and see if that helps.

This will calculate light at each vertex of static props instead of averaging it.

Chrizzy mapper08/07/2015 19:23

Thanks, that worked now! :D Didn't work earlier when i tried it but was some options with propper i had wrong i think.

KarLi mapper08/07/2015 19:24

if the nearest worldbrush directly beneath the model is either unlit, or using a non-rendered texture such as tools/sky.

Idk but http://forums.steampowered.com/forums/showpost.php?s=6cbb16f6cb2024cac87d144b67224df5&p=25796749&postcount=7

Chrizzy mapper13/07/2015 19:02

Hello, still having problems with lighting on props when using -staticproplighting :(

Pillars:
Brushes
Brushes (fullbright_2)
Models
Models (fullbright_2)

Wall and roof details:
Brushes
Brushes (fullbright_2)
Models
Models (fullbright_2)

This is how the second part looks in hammer: 3 light_spots and 1 light

SoUlFaThEr mapper13/07/2015 19:48(edited 13/07/2015 19:49)

Are all of the special details on your walls set to func_detail or have you left them as world brushes (before converting them to models)

Also: is this final lighting compile or normal or fast..........with or without hdr

Chrizzy mapper13/07/2015 20:06

Every detail in this is func_detail. Compiling with full or final and get the same results, the props receive a little lighting with hdr but not much. It seems almost like the light_spots isn't working with the props.

Raptor 13/07/2015 20:49

There are a few settings related to vertex lighting you could try, like disabling self-shadowing and the others. Have you tried those? They are in the prop_static properties.

Chrizzy mapper14/07/2015 20:19

Yeah, nothing works.. With -staticproplighting the props are supposed to be lit almost exactly like brushes, right?

Raptor 14/07/2015 23:34

I can't say that for sure, I know that they are lit per polygon instead of the entire prop being lit by an average, that might mean you get more precise lighting effects than a brush. Have you tried shining a light directly at it to see how precise the lightmap is?

SoUlFaThEr mapper15/07/2015 07:08

-staticproppolys -textureshadows -staticproplighting -hdr -final

These are my settings for rad on both ldr and hdr in seperate instances in.

Since nothing is working, try these too:

Play a bit with lightmap settings on the wierd surface to get rid of the problem maybe but that will be sub optimal im sure.

Try making that one brush causing the shadow a world brush.

Try making it a single func_detail all by itself

Page 1 of 1

Please log in to post replies.