Hello, I have strange problems with lightning on my static props.
Image
Image2
Proper light
Anyone have idea how to fix it?
Whole location is in bounding box.
No leaks, I added also some cubemaps.
https://files.facepunch.com/forum/upload/151637/0b9ae7df-86d9-4010-95fa-30eb55ef6104/image.png
Also here's my VRAD parameters.
https://files.facepunch.com/forum/upload/151637/9d393bb3-66cb-44c0-b449-f5bda654f737/image.png
all 3 of your images are the exact same link
Fixed. (XD)
Is there any issues in the compile log? If not, the model's material file might be incorrect.
Maybe bad lighting origin ?
Nope.
Looks like you have leaks and the lighting didn't bake. Given that the props in your snap are not enclosed in brushes and outside ot the bsp this is not a compile, but a user error.
Might work if you just build 'container' brushes around your static prop scenery/level..
Look at screen from hammer. I built it yet.
Okay. I missed that it's a black box. Is it "toolsblack"? Cause, me actual testing: toolsblack got a flag in the vmt to not compile light in that empty volume.
Simply put to make all of this work you gotta: (I've never tried this myself even)
You can/may brute force split your 'brush' level geometry into leafes using hint brushes and a modelling program. The thing is, you can only use 4 direct lights per leaf. You gotta split to get more. Use/create a black texture that actually compiles light in the volume. Downscale the black lightmaps, since they are actually not seen, but forcefully compiled.
To get proper ambient cube data you shoud use multiple custom black reflective materials that create the approximate light bounces inside of the leafes (the geometry even). To get this done you gotta split aka setup black corridors that represent the geometry/level parts inside of it. Those ambient cubes generated help light your npc and player models, not just being directly lit. depends if you like the directy lighting only and harsh ambient. It's an artists choice.
Snappy. I used outside models for this, but it's the same for insde model/level geometry.
https://i.imgur.com/0vPmRY9.jpg
https://i.imgur.com/lrVnUkI.jpg
Thanks.
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