LightMappedGeneric vs VertexLitGeneric? Created 11 years ago2013-03-17 22:59:37 UTC by Sajo Sajo

Created 11 years ago2013-03-17 22:59:37 UTC by Sajo Sajo

Posted 11 years ago2013-03-17 23:01:17 UTC Post #313076
Hello,

I'm working on a very dim lighted enviroment-map, so I need the shadows to be perfect. So first I tried to build everything with brushes. (woods, supports and etc) The results;

LightMappedGeneric (with brushes)
http://i.imgur.com/9iygeNa.jpg
http://i.imgur.com/L5QL3x3.jpg

It looked very nice (lighting-wise). However, the compile times were very long and those steel-supports are displacements, so I thought perhaps I should try to optimize it a bit and use models instead of these crowded brushes and displacements.

And here are the results with the static_props version;
VertextLitGeneric (obviously with models)
http://i.imgur.com/BXapfJu.jpg

Each support is a model, each line of set of wooden planks on top of the supports is a another model. But unfortunately, the lighting is far from good.. it is actually weird, the wooden planks are not lit at all. So I went to the Advanced Lighting section of ValveDeveloperWiki. Recompiled the map with, -staticproplighting and -staticproppolys with HDR enabled. The results were the same. I tried everything to fix it, searched some forums.. and I could not find a viable solution to it.

So my questions are, how can I fix the lighting issue with prop_statics? What am I doing wrong while compiling? Or should I stick to the brushes with LightMappedGeneric?
Posted 11 years ago2013-03-18 13:15:49 UTC Post #313086
After some research.. I found out that there is nothing much I can do about the vertex lighting issue on static_props. So my questions now are..

What do you guys think? Which sort of lighting option would you pick from the screenshots above? Which one looks better?
Posted 11 years ago2013-03-18 16:00:40 UTC Post #313088
U gotta be kiddin! Binary space partition all da way
Posted 11 years ago2013-03-18 21:06:28 UTC Post #313089
Use the one with the least bugs, and that is LIGHTMAPS for god sake.
rufee rufeeSledge fanboy
Posted 11 years ago2013-03-18 22:31:03 UTC Post #313091
brushwork func_detail it.
Highten the lightmap scale as well.
I hate to see you re-create these things for a third time but rufee and Bruce are probably correct
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-03-19 23:40:14 UTC Post #313096
you won't get the nice texture shadows unless you compile with hdr afaik so that's possibly one thing.

Also, i would HIGHLY recommend doing this in csgo, because the lighting/shadows are very much improved, especially in hdr. (just saying) =)
Captain Terror Captain Terrorwhen a man loves a woman
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