Entity info_lighting is no way obsolete. Engine can never compute
everything properly, which is why the entity exists for level designers
to fix the odd lighting on some models.
-ics
Sylvain Menguy kirjoitti:
The point of vertex lighting is to avoid basic global lighting on en
entire model.
Plus, i think it's only possible to get vertex lighting now,
info_lighting is obselete now.
Valve is going to provide us with some infos about the changes on
shaders/light computing. We just have to wait for few more days i guess.
------------------------------------------------------------------------
*De :* Csgo_sdk <csgo_sdk-boun...@list.valvesoftware.com> de la part
de Max Chill <mikema...@gmail.com>
*Envoyé :* jeudi 23 mars 2017 17:15
*À :* csgo_sdk@list.valvesoftware.com
*Objet :* Re: [Csgo_sdk] Vertex lighting after Canals
Have you tried using info_lighting in order to point to the origin of
the light source?
On Thu, Mar 23, 2017 at 12:21 PM, Niels Gade <nielsg...@gmail.com
<mailto:nielsg...@gmail.com>> wrote:
Tried it, no work. Do we agree that these are the correct params?
-final -hdr -textureshadows -staticproplighting -staticproppolys
2017-03-23 16:39 GMT+01:00 Max Chill <mikema...@gmail.com
<mailto:mikema...@gmail.com>>:
Try increasing -StaticPropSampleScale under Vrad parameters.
This goes up to 16 I think, I usually do test compiles at .2
however, best to crank it up and compile with cordon tools to
see if this is the culprit.
Also make sure you're using -StaticPropLighting
I would use default lighting valued for static_props as well
On Thu, Mar 23, 2017 at 9:15 AM, Niels Gade
<nielsg...@gmail.com <mailto:nielsg...@gmail.com>> wrote:
Is anyone else experiencing issues with staticproplighting
and staticproppolys?
some pics
http://imgur.com/a/6Bmxh
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