- Dec 16, 2008
- 818
- 246
so in most cases, having the lighting for a model being taken from it's origin or an info light is well and good.
however sometimes you have a model (e.g. a pipe) that goes from a bright to dark area. and you get it's lighting not matching up to the next pipe model, or the surrounding area on one side.
well i've seen this in valve maps, such as badwaterbasin. (the white pipe in the building next to the 1st point, that goes through a wall) so i guess it's acceptable to a certain extent.
however, large models, like the rocks from badlands (where cp 2 and 4 sit) can look rather odd if they are 1/2 in shadow, particularly if there's other, smaller rock models around it's base. this sorta situation makes the large rock bright and fully lit, while the smaller rocks are all shadowy/dark.
so is there a way to get models that are large to get lit a little more realistically?
however sometimes you have a model (e.g. a pipe) that goes from a bright to dark area. and you get it's lighting not matching up to the next pipe model, or the surrounding area on one side.
well i've seen this in valve maps, such as badwaterbasin. (the white pipe in the building next to the 1st point, that goes through a wall) so i guess it's acceptable to a certain extent.
however, large models, like the rocks from badlands (where cp 2 and 4 sit) can look rather odd if they are 1/2 in shadow, particularly if there's other, smaller rock models around it's base. this sorta situation makes the large rock bright and fully lit, while the smaller rocks are all shadowy/dark.
so is there a way to get models that are large to get lit a little more realistically?