It looks like your environmental fogs is taking over the rendering priority. Have you try messing around with ZBuffer or ZDepth? Date: Thu, 14 Nov 2013 01:30:59 -0800 From: andrewt...@gmail.com To: csgo_sdk@list.valvesoftware.com Subject: [Csgo_sdk] Ignore Surface Normal bug with StaticPropLighting
Not sure where the best place to report an sdk bug is, but figured I'd start here. I spent the day experimenting with the "Ignore Surface Normal" setting in prop_static. It appears that there is a bug causing it to behave unpredictably when a map is compiled with -StaticPropLighting. Since in a final compile you'll want -StaticPropLighting on, this is a big problem for Ignore Surface Normal. My situation: I have created card versions of my tree models. I would like them to use Ignore Surface Normal so that they match the env lighting in the map but are uniformly lit. To demonstrate the issue I gave the cards a solid gray texture and took some screenshots: 1) Ignore Surface Normal ON, -StaticPropLighting OFF: http://i.imgur.com/SMo7NPz.jpg 2) Ignore Surface Normal ON, -StaticPropLighting ON: http://i.imgur.com/O601jIf.jpg 3) Ignore Surface Normal OFF, -StaticPropLighting ON: http://i.imgur.com/vt9Ukpb.jpg Between 2 and 3, you can see that Ignore Surface Normals is doing something, but isn't behaving properly. If it were working, 2 should look identical to 1. I hope this gets fixed. For now, I guess I can either deal with awkward lighting, or make them unlit and manually edit the brightness. _______________________________________________ Csgo_sdk mailing list Csgo_sdk@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
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