Problem with lighting and grass :D

thekurnuttaja

L1: Registered
Dec 4, 2010
27
2
Hello there, I'm currently working on a medieval KoTH map, but I have a weird problem with lighting and some props.

Here is a picture that shows how it looks:
kothpitb10000.jpg


And another problem is that I cant find the cool grass effect used in Degroot Keep. For me the texture is just like flat moss without the grass or flowers. And I copied the texture directly from the decompiled Degroot Keep.

:(
 

Huckle

L3: Member
May 31, 2010
149
101
It seems like the point of origin is different for different models. Since the point of origin is what decides the lighting for the entire model, having the point in shadow will make the entire model darker.

What you can use is a info_lighting entity and apply it to all different models and they will all be lit the same way.

If it's just one big model, I have no clue. :)

For the grass, you probably need to paint the alpha on a displacement (it needs to be a displacement to take alpha textures).
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Better yes use -staticproppolies in vrad options to override origin lighting and create self shadowed lighting at each vertex.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
-staticproppolys should only be an option for late beta/rc version maps, due to the increased compile time (and i believe file size). It shouldn't be too much trouble throwing in a info_lighting in your sky and specifing all these trims with this lighting origin.

As for the grass, you need to specify a detail.bsp in your map options. If you don't have the right one (alpine/desert) it wont show.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
-staticproppolys should only be an option for late beta/rc version maps, due to the increased compile time (and i believe file size).

-staticproppolys doesn't increase filesize; -staticproplighting does. If I'm wrong, yell at YM.