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de_wanda by warby ... final release !


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Posted

The other fix is to use 2 new vrad parameters that you'd add to hammers compile window in export mode. -staticproppolys and -staticproplighting. This will tell vrad to create lightmaps for all static props and essentially create self lighting assets.

uhm well i tried what you said but it is pretty useless right now.

first at all for al of you who want to try. this copy paste from vrad paramter list:

-StaticPropLighting : generate backed static prop vertex lighting

-StaticPropPolys : Perform shadow tests of static props at polygon precision

-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)

-StaticPropNormals : when lighting static props, just show their normal vector

and here are some screenshots, which are pretty crap as i must mention.

fuglyvtxlightinglr3.jpg

didn't you test that before? i mean it is obious that this feature is not really well implemented yet.

and even if it would work: default T&L Lighting does its job pretty well anyhow in the official maps, doesnt it?!

greetings

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  • 3 weeks later...
Posted

Great work, Warby. I especially love the waterfall.

Too bad the hdr blooming effect pounds like a madman, it hurts my brains.

I hope there will be a _final2 ;)

  • 2 weeks later...

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