Open jolopapina opened 1 year ago
Details
Is it possible to make $phong on lightmappergeneric reflect baked lights as well?
I know I can't add anything to Garry's Mod, but...
While it's not exactly phong on LightmappedGeneric
, I've been doing this to get the effect I think you're looking for. A model with the same dimensions and $basetexture
as the brush—just super flat, squashed onto it—but with a VertexLitGeneric
version of the material using $translucent 1
, $additive 1
, $color2 [ 0 0 0 ]"
and whatever $phong
settings look best.
Here's what it looks like on the tile floors in my current mapping project:
https://github.com/user-attachments/assets/52b602bf-d7a0-4b48-9bb0-a8739e900862
Something I've found is that you do need to break up brushes into multiple models for this, as there appears to be a limit to how many light sources can affect a material shaded with phong. That is, if I made the entire floor a single model, it'd be limited to only a few light sources, rather than being able to split them into groups, increasing the total number of lights that can be included in the shading:
I wrote 4
here but it's probably more like 5
or 6
; the point is that if it was all a single model it'd cap out and not all the light sources would be able to be displayed. This way, they can be grouped to the nearest model, allocating by proximity.
Details
Is it possible to make $phong on lightmappergeneric reflect baked lights as well?