So as you can see in the picture below there is a big contrast in equal lighting. This is because the lighter area is a brush and the darker area is brushwork that I’ve converted into a model using propper. What are some techniques for getting the lighting to be more smoothly transitioned?
No. -staticproplighting enables per-vertex lighting on models, which is what he wants. -staticproppolys just makes the compiler use polygon info to cast shadows, rather than the collision model.
While models cannot use radiosity lightmaps, the reason why the lighting is so poor for models by default is because they sample lighting that is at the origin of itself, rather than the individual vertexes relative to the light.
Ok, So -staticproplighting doesn’t do anything to help, However I also tried Info_lighting before I posted this but I have two questions that may help me once I have the answers:
1.) Where should the Info_lighting be placed? Near the prop? Near the Light source, in the open?
2.) Should I be changing the settings in the prop menus such as: Disable Vertex Lighting, Disable self-shadowing with vertex lighting, ignore surface normal for vertex lighting? How would they affect the prop?