Hey lighting nerds, what can I do to fix this?

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
So I'm pretty ill informed on the advanced lighting front. Always been one of my mapping weaknesses. Any know what I can do about this rogue shadow? Or how I can line up the shadows better in general?

3JMTnk8.jpg


It has a lightmap of 1024 set on the whole sphinx, it's divided into three pieces, the head, the body, and the arms out front.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Oh, I suppose I should mention that I am using all those options as well on my final compile.

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

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Looks to me like it might be something to do with shared UV space on the texture?

EDIT: closer inspection leads me to believe this might be the case, you're gonna have to get the UVs to be exact to the shape of everything or else there's gonna be light bleeding issues and weird shadows.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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Talking with Crash via steam about this and:

It's because the lightmap UVs use the texture UVs so they overlap -> shadows

So we started investigating why it does this > http://i.imgur.com/Kjlljhb.jpg < when it's just vertex lighting alone.

Obviously the paws don't have enough verts to support nice lighting, but the head section isn't using vertex lighting at all.

The vmt is:
Code:
"VertexLitGeneric"
{
"$baseTexture" "hats\sphinxhead"
"$model" 1
"$basemapalphaphongmask" "1"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".4"
$envmap env_cubemap
$envmaptint "[.4 .4 .4]"
}
So we know it's not a normal map preventing vertex lighting, my suspicious is that it's the phong.

Does anyone else have experience with using phong and vertex lighting combined?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
My understanding is that you can't, because they're not compatible; having phong or any kind of bump mapping in the material disables vertex lighting.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Wait, are you using UV stuff for models as opposed to vertex lighting? My understanding is that areas with shared UV space, also share shadows.