hessi Posted December 21, 2006 Report Posted December 21, 2006 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. 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
Dr.DK Posted January 7, 2007 Report Posted January 7, 2007 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
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