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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