Use UnlitGeneric, and info_point to declare where the lighting origin is. For -staticproplighting, it uses the alpha channel of the basetexture. If you have applied a normal map, you must put the alpha in the normal map and declare that in the vmt with $normalmapalphaenvmapmask.
If you're still having problems you can apply $selfillum and control the brightness in the alpha mask. Though, this method is last resort. On Thu, Nov 14, 2013 at 4:30 AM, Andrew Thompson <andrewt...@gmail.com>wrote: > 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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