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Source 1 based games such as TF2 and Counter-Strike: Source
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[TF2] prop_static ambient lighting is too dark with -StaticPropLighting #6250

Open TorutheRedFox opened 1 month ago

TorutheRedFox commented 1 month ago

The current behavior for baking per-vertex lightmaps for prop_statics has issues with ambient lighting being too dark, causing maps such as ctf_2fort to have incorrect prop lighting. The CS:GO branch had a VRAD flag that seems to have enabled the old behavior (-StaticPropLightingOld). Static props now look as if they don't have bounce lighting accounted for.

Causes the issue that https://steamcommunity.com/sharedfiles/filedetails/?id=3304530685 aims to fix

Confirmed by compiling the vmf that used to be shipped with the Source SDK against a version of TF2 running on the Orange Box version of Source (and using its tools), and compiling the exact same vmf against the current version of TF2 (and using its tools).

Screenshot of sdk_ctf_2fort's bridge when compiled using Orange Box SDK (current SDK yields results identical to ctf_2fort.bsp currently shipped with the latest version of TF2) 20240805200345_1

Ashetf2 commented 1 month ago

Is this related to the lighting improvements that were implemented in CS:GO?

imagen

TorutheRedFox commented 1 month ago

the issues are likely not related to whatever the CS:GO branch was doing as someone compiled 2fort for CS:GO and the bridge was lit correctly, albeit at a higher fidelity (https://www.reddit.com/r/tf2/comments/52fioe/2fort_with_csgo_lighting/)

tschumann commented 1 month ago

Where is the image with the before and after from?

On Wed, 7 Aug 2024 at 02:06, Toru the Red Fox @.***> wrote:

the issues are likely not related to whatever the CS:GO branch was doing as someone compiled 2fort for CS:GO and the bridge was lit correctly, albeit at a higher fidelity ( https://www.reddit.com/r/tf2/comments/52fioe/2fort_with_csgo_lighting/)

— Reply to this email directly, view it on GitHub https://github.com/ValveSoftware/Source-1-Games/issues/6250#issuecomment-2271645648, or unsubscribe https://github.com/notifications/unsubscribe-auth/AA34IYTP5SQDIMJ77LBGIJ3ZQDYARAVCNFSM6AAAAABMAY25A2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDENZRGY2DKNRUHA . You are receiving this because you are subscribed to this thread.Message ID: @.***>

TorutheRedFox commented 1 month ago

Replying to https://github.com/ValveSoftware/Source-1-Games/issues/6250#issuecomment-2272416796

the one @Ashetf2 posted?

Ashetf2 commented 1 month ago

Where is the image with the before and after from?

https://web.archive.org/web/20230319035111/https://www.counter-strike.net/workshop/workshopmaps#normal_mapped

BlazingRush commented 1 month ago

New workshop link of the fixed 2fort. https://steamcommunity.com/sharedfiles/filedetails/?id=3304530685

TorutheRedFox commented 1 month ago

New workshop link of the fixed 2fort. https://steamcommunity.com/sharedfiles/filedetails/?id=3304530685

if the underlying issue is fixed, a batch recompile of the source vmfs for each map in tf2 would fix the issue

BlazingRush commented 1 month ago

i dont think it is this was just my old fix

BlazingRush commented 1 month ago

im checking that right now

BlazingRush commented 1 month ago

image can confirm its fixed

BlazingRush commented 1 month ago

now only valve needs to recompile

TorutheRedFox commented 1 month ago

You didn't compile with -StaticPropLighting, which causes VRAD to use the old pre-Orange Box lighting method for props which didn't get broken but doesn't have per-vertex shadows (note how there are no shadows cast on the bridge railings)