because i was asked on how to light out a prop static in hl2 i made an image on how the lighting works. so take a look on this first
[Blocked Image: http://www.thomashess.net/how_vertexlights_work.jpg]
1. image this sphere is a vertex OR a lightingorigin which you may place as an info_lighting in hammer (and link it to a prop_static)
there are 2 lights in the scene. one comes from the upper left and the other one from the lower right. the camera direction has no light. due to that there is a dark line on the sphere in the middle
2. i stuck a cube with harden edges in my sphere. as you can see it is lighted like the parts of the sphere you can still see. that's a result of the vertexnormals you have on every polygon mesh.
3. here you see those vertexnormals. each polygon has them on its vertices. the result: a vertex can have n>=1 vertexnormals (math N means integers bigger than 0; N = [1, 2, 3,...] while n is an element of N)
take a look on the upper polygon. its really bright yellow. all vertexnormals are orientied to the upside yellow sunlight. so they say "ok polygon as to be yellow at my side. -> yellow gradient on this polygon
same is valid for all other polygons and vertices. imagine that each vertex is this sphere i showed in the first image. place the vertexnormal on the spehere and place the lighting of this point in the sphere on your polygons vertex.
talkin unprofessional: the sphere is a projection to all vertices telling the polygons vertexnormal how to be lighted.
4. interesting: if you soften edges (or work with smoothing groups) your vertexnormals get merged. so they are not like the facenormals. due to that the edge i softened has a vertexnormal pointing away from all lights in my scene. result: we got a yellow lighting at the top polygon that fades to a black lighting (no lighting) and fades to a blue lighting at the bottom.
knowing these basics you should understand why prop statics are dangerous to use in outdoor scenes. example:
take a look on de_train. there train railings at the bottom have an extrem bright lighting that hardly cuts to a dark one.
that is the result of the fact that there are 2 models using 2 different lighting reference points (info_lighting) the one is in the sun the other one is in the dark area. alle vertices of the prop static are referenced to this lighting point.
so take care of how you work with statics and props. there might be ugly bright or dark models in versa lighting situations because this info_lighting is in a different room or position your vertices are.
greets
hessi
edit: here is an addition that might help to understand my crappy english
[Blocked Image: http://www.thomashess.net/how_vertexlights_work2.jpg]