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.


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