Skybox prop lighting question

Vig

L2: Junior Member
Feb 14, 2009
60
120
I have a problem with the Skybox props being compiled super bright?
http://dl.getdropbox.com/u/1306131/ctf_decker_b140002.jpg

I'm compiling on expert compile settings using a slightly modified "HDR Full Compile -final (slow!)" setting.

-lights lights_tf2.rad -both -staticproppolys -staticproplighting -textureshadows -game $gamedir $path\$file

How do I fix the brighter skybox props?
Do I recompile them with different settings, I used the same qc file settings as my other models, they are just 16x smaller.
Code:
$modelname props_decker/TF2_ShipSmokeStack.mdl
$body "Body" "TF2_ShipSmokeStack.smd"
$cdmaterials models/props_decker/


$staticprop
$upaxis z

$sequence "idle" "TF2_ShipSmokeStack" fps 30
Do I manually adjust each texture to not be much darker and hope it matches?

Do I use different compile settings?

HALP!
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
I dont really see a difference on that picture :eek:

However, do you have an additional light_environment in your 3D-skybox? If not, copy the one from your map into the skybox.
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
The tower on the left uses the same base texture as the smoke stack and the turret. When viewed in hammer they all match perfectly which also matches the rest of the ship. When I compile with -both -final it blows out those two props and a few others.


Oh wait you need two light_environment entities? Freaky ok so that's what's happening... The lighting from the first is effecting the skybox incorrectly. Awesome! Thanks! I'm off to recompile... well when I get home.
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
Well damn... I thought I remembered reading somewhere that it used some kind of fancy reverse camera projections for the light_environment and I guess that wasn't crap after all.

Humm... Is it that my sky props are compiled as static props when they should be something else?
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
kromano over at CGTalk mentioned that I should try putting one lights_env in the skybox instead of the world?