model lighting question

model lighting question

Re: model lighting question Posted by haymaker on Fri Oct 9th 2009 at 2:57am
haymaker
439 posts
Posted 2009-10-09 2:57am
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
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.
Re: model lighting question Posted by G4MER on Fri Oct 9th 2009 at 7:01am
G4MER
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Posted 2009-10-09 7:01am
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Have you tried a texture light?
Re: model lighting question Posted by Niborius on Fri Oct 9th 2009 at 7:09am
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Posted 2009-10-09 7:09am
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1007 posts 1116 snarkmarks Registered: Mar 23rd 2009 Location: The Netherlands
Muhnay said:
Have you tried a texture light?
That's a good suggestion.
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: model lighting question Posted by haymaker on Fri Oct 9th 2009 at 1:04pm
haymaker
439 posts
Posted 2009-10-09 1:04pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
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
Re: model lighting question Posted by reaper47 on Fri Oct 9th 2009 at 1:36pm
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Posted 2009-10-09 1:36pm
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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...
Re: model lighting question Posted by haymaker on Fri Oct 9th 2009 at 11:06pm
haymaker
439 posts
Posted 2009-10-09 11:06pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
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.
Re: model lighting question Posted by Le Chief on Fri Oct 9th 2009 at 11:24pm
Le Chief
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Posted 2009-10-09 11:24pm
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
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.
Aaron's Stuff
Re: model lighting question Posted by haymaker on Sat Oct 10th 2009 at 4:53am
haymaker
439 posts
Posted 2009-10-10 4:53am
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
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
Re: model lighting question Posted by Le Chief on Sat Oct 10th 2009 at 4:59am
Le Chief
2605 posts
Posted 2009-10-10 4:59am
Le Chief
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You could make the train brush based or a mixture of brushes and models and parent everything together.
Aaron's Stuff
Re: model lighting question Posted by haymaker on Wed Oct 14th 2009 at 1:36pm
haymaker
439 posts
Posted 2009-10-14 1:36pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
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...