Re: model lighting question
Posted by G4MER on
Fri Oct 9th 2009 at 7:01am
G4MER
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Have you tried a texture light?
Re: model lighting question
Posted by haymaker on
Fri Oct 9th 2009 at 1:04pm
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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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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
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2009-10-09 11:06pm
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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 haymaker on
Sat Oct 10th 2009 at 4:53am
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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 haymaker on
Wed Oct 14th 2009 at 1:36pm
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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...