model lighting question
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Re: model lighting question
Posted by haymaker on Fri Oct 9th at 2:57am 2009


I made a dynamic model the the player rides in, like the train in hl2's start, but not brushwork. The problem Im having is that the interior of the model has its lighting sampled from the light _env, as the outside should be. I can't seem to fake a nice interior light.

Here's what I've tried:
- light_dynamic parented to the model, placed inside; results in a overbright pulse no matter what I enter in its controls
- static light with an override parent field
- a string of static lights, this actually got the closest, except the light centre was visible passing thru the vehicle
- a huge static light with constant set to 500000, 50% falloff and 0% set to 1 unit apart

None of the above has worked acceptably. Is there no way to light a moving model besides static/light_env?

The only thing I haven't tried is reconverting the player area to func_tracktrain or brush, but they bring their own lighting issues.




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Re: model lighting question
Posted by G4MER on Fri Oct 9th at 7:01am 2009


Have you tried a texture light?



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Re: model lighting question
Posted by Niborius on Fri Oct 9th at 7:09am 2009


Quoting Muhnay
Have you tried a texture light?
That's a good suggestion.






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Re: model lighting question
Posted by haymaker on Fri Oct 9th at 1:04pm 2009


texture based light I have tried, yes, right after I posted this.... The model will be lit properly until it moves out of the light radius. The parented textures themselves remain 'fullbright' but cast no rays





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Re: model lighting question
Posted by reaper47 on Fri Oct 9th at 1:36pm 2009


How about faking it with illuminated parts baked into the texture shader for the model? This sure sounds like the kind of thing that brings the Source engine to its knees...



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Re: model lighting question
Posted by haymaker on Fri Oct 9th at 11:06pm 2009


lol yeah thats for sure. I have a record of breaking engine components so this will probably be no different. Performance is secondary here tho as I'm scrambling to meet the competition deadline.

By illuminated parts baked into the texture shader, you mean use $selfillum in the vmt? If so, that's an easy trial run, I'll check that later.





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Re: model lighting question
Posted by Le Chief on Fri Oct 9th at 11:24pm 2009


Tried experimenting with info_lighting?

You might have to split the model in two, the exterior body and the interior body. That way you could easily have the exterior lit with the light_environment and specify with the into_lighting the lighting for the interior body.






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Re: model lighting question
Posted by haymaker on Sat Oct 10th at 4:53am 2009


Yup tried the info_lighting scenario, not working...which is odd, I guess it's because it's a dynamic prop on the move. I have not tried changing it to _phys_override w/info_lighting yet because there's no parent field but that's easy to try too.

In reality your suggestion of splitting the model is probably the best way except the geometry makes it prohibitive.

...thanks for the replies all. I think I'll probably reassess the whole vehicular thing, I guess this is one reason we don't see too much of it in Source




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Re: model lighting question
Posted by Le Chief on Sat Oct 10th at 4:59am 2009


Assisted Answer
You could make the train brush based or a mixture of brushes and models and parent everything together.






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Re: model lighting question
Posted by haymaker on Wed Oct 14th at 1:36pm 2009


Yup Aaron thats what I did, in conjunction with a pile of blocklight for the baking stage. It's come a long way, now to get the cubemaps to function a little better...




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