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1 messages · Page 1 of 1 (latest)

thick ore
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models will always have worse lighting than brushes

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that said, that looks like a hammer screenshot; compiling VRAD with -StaticPropLighting and -StaticPropPolys is required to get the most accurate lighting on static props (too slow for H++ to have in lighting preview)

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what compile settings?

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add -staticproppolys -staticproplighting -textureshadows to the $light_exe parms, like so

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without staticproplighting, static props will only get their lighting based upon a single point, which in this case is in shadow

thick ore
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Does the texture have a bumpmap? That'll make it fall back to point-based vertex lighting, even when using those parms

thick ore
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if the surface becomes purple when setting the cheat cvar mat_normalmaps to 1, then there's a $bumpmap in the VMT that needs to be removed for static prop lighting to not be mediocre