info_lighting still works. Fixed a light bug with it last night :/

On Thu, Mar 23, 2017 at 1:43 PM, Sylvain Menguy <menguysy...@hotmail.fr>
wrote:

> The point of vertex lighting is to avoid basic global lighting on en
> entire model.
>
> Plus, i think it's only possible to get vertex lighting now, info_lighting
> is obselete now.
>
>
> Valve is going to provide us with some infos about the changes on
> shaders/light computing. We just have to wait for few more days i guess.
>
>
> ------------------------------
> *De :* Csgo_sdk <csgo_sdk-boun...@list.valvesoftware.com> de la part de
> Max Chill <mikema...@gmail.com>
> *Envoyé :* jeudi 23 mars 2017 17:15
> *À :* csgo_sdk@list.valvesoftware.com
> *Objet :* Re: [Csgo_sdk] Vertex lighting after Canals
>
> Have you tried using info_lighting in order to point to the origin of the
> light source?
>
> On Thu, Mar 23, 2017 at 12:21 PM, Niels Gade <nielsg...@gmail.com> wrote:
>
>> Tried it, no work. Do we agree that these are the correct params? -final
>> -hdr -textureshadows -staticproplighting -staticproppolys
>>
>> 2017-03-23 16:39 GMT+01:00 Max Chill <mikema...@gmail.com>:
>>
>>> Try increasing -StaticPropSampleScale under Vrad parameters. This goes
>>> up to 16 I think, I usually do test compiles at .2 however, best to crank
>>> it up and compile with cordon tools to see if this is the culprit.
>>>
>>> Also make sure you're using  -StaticPropLighting
>>>
>>> I would use default lighting valued for static_props as well
>>>
>>>
>>>
>>> On Thu, Mar 23, 2017 at 9:15 AM, Niels Gade <nielsg...@gmail.com> wrote:
>>>
>>>> Is anyone else experiencing issues with staticproplighting and
>>>> staticproppolys?
>>>>
>>>> some pics
>>>> http://imgur.com/a/6Bmxh
>>>>
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>>>
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>>
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