Not sure where the best place to report an sdk bug is, but figured I'd
start here. I spent the day experimenting with the "Ignore Surface Normal"
setting in prop_static. It appears that there is a bug causing it to behave
unpredictably when a map is compiled with -StaticPropLighting. Since in a
final compile you'll want -StaticPropLighting on, this is a big problem for
Ignore Surface Normal.

My situation: I have created card versions of my tree models. I would like
them to use Ignore Surface Normal so that they match the env lighting in
the map but are uniformly lit.

To demonstrate the issue I gave the cards a solid gray texture and took
some screenshots:

1) Ignore Surface Normal ON, -StaticPropLighting OFF:
http://i.imgur.com/SMo7NPz.jpg

2) Ignore Surface Normal ON, -StaticPropLighting ON:
http://i.imgur.com/O601jIf.jpg

3) Ignore Surface Normal OFF, -StaticPropLighting ON:
http://i.imgur.com/vt9Ukpb.jpg

Between 2 and 3, you can see that Ignore Surface Normals is doing
something, but isn't behaving properly. If it were working, 2 should look
identical to 1.


I hope this gets fixed. For now, I guess I can either deal with awkward
lighting, or make them unlit and manually edit the brightness.
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