This is quite long, sorry :P I'm using sdk_vertexlit_and_unlit_generic_bump_ps20 from the advanced folder in the SDK shaders. It's completely unmodified -- the only change I've made is to spam the lighting information to console.
This is what happens when the player model steps outside (and into the influence of the light_environment): http://img398.imageshack.us/img398/4522/dx9shaderproblem16zv.jpg http://img465.imageshack.us/img465/1517/dx9shaderproblem26co.jpg This is what it should -- and occasionally does -- look like. http://img263.imageshack.us/img263/4036/dx9shaderproblem36xm.jpg For some reason, there's a second light acting on the model that's being treated as a directional light (according to the lightCombo) even though it doesn't seem to be directional light (the direction is a unit vector in the x axis and the map has no lights of that type). What's strange is that the other light can be either in the first or second light slot seemingly arbitrarily (though that lightCombo does specify two directional lights so it wouldn't matter if that light actually was directional). There are also similar problems that are less obvious when moving between lights inside buildings (point lights rather than directional) -- instead of the smooth lighting transition that happens with the default dx9 shaders, the lighting flickers when between some lights and switches instantly and seemingly arbitrarily around. Changing all directional lights to behave light point lights in the shader itself improves the worst of the problems -- namely, the bright coloured lighting outside -- but the inconsistent lighting throughout levels is still a big problem. Has anyone else encountered this problem or have any ideas what might be causing it anyway? My best guess is that the lightCombo enumerations are out of sync with what the current engine uses (and maybe some other stuff is out too) but I don't think that's the whole story and I can't really see anything obvious that could be causing it and I don't think the much of the lighting code is exposed to mods. I'd appreciate any help since we can't move on with writing some custom player shader effects for our mod until we have the basics working. If you need any more info just ask. Thanks! :) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

