I'm completely new to modelling, but have managed to actually get a model working in gmod :v:
It's perfect however the lighting on it is not right
[t]http://i.imgur.com/0HPqBcQ.jpg[/t]
There is shadows on part of the model there shouldn't be and it makes it look odd.
My vmt file is as follows:
[code]
"VertexLitGeneric"
{
"$basetexture" "ag/weed_material"
"$nocull" 1
"$alphatest" 1
}
[/code]
Is there such a thing as no shadows or fullbright with models?
Models and lighting in Source =/= friends, so you can't do anything about it.
[QUOTE=Deagle195;47870532]Models and lighting in Source =/= friends, so you can't do anything about it.[/QUOTE]
Surely I can disable shadows? When using a model in Hammer Editor you can put it in without shadows?
Edit:
Solved it, I used "UnlitGeneric" instead of "VertexLitGeneric" causing it to be fullbright. Still not the best solution, but made it look much better.
If you're intending to use it as a static prop in a map, you can use the "Ignore surface normal for computing vertex lighting" in the entity properties window. You can get some great results as long as you make use of these compile commands too: [URL]https://developer.valvesoftware.com/wiki/Advanced_Lighting#-staticproppolys[/URL]
[IMG]https://31.media.tumblr.com/00bb8f56276745ab5b1c8e5f809d0020/tumblr_inline_njvkhrgdYH1r7kv55.gif[/IMG]
You should probably give this theory a look for modeling foliage in general to get correct lighting in most situations: [URL]http://wiki.polycount.com/wiki/VertexNormal[/URL]
WallWorm also [URL="http://dev.wallworm.com/topic/68/normal_tools.html"]created a nice plugin[/URL] (assuming you use 3DS Max and can spare a few bucks) specifically for this purpose if you want to check it out.
I don't understand anything from compiling models to source engine, however this look like another type of error. There could be two possibilities:
1. Have you smooth the model (adding proper lightning groups in the tool you used)?
2. Those dark sides could be flipped faces... if this is the case just flip them back.
Try:
1. making something with smooth groups in model editor
2. Recalculate polygon normals
2. adding $ambientboost in .QC
This is due to the fact polygons simply do not light the same way as foliage. Assuming you know anything about modeling, modifying your vertex normals is the way to go. This allows you to smooth the polygon's lighting if the normals face the same direction.
[t]http://wiki.polycount.com/w/images/5/58/TreeMakerScript_plus_NormalThiefScript.gif[/t]
[url]http://wiki.polycount.com/wiki/VertexNormal[/url]
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