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Hi everyone,

I'm having this weird lighting bug where flat brush faces are being lit differently under the same light_environment. By playing around with Hammer++'s texture UV settings I've found out that faces are lit evenly if their UV coordinates are all kept the same. However, I'm not interested in having the same UVs for every face, as I want to have rotated textures. Additionally, if I set mat_bumpmap in Garry's Mod's console to 0, the issue is resolved, but then my map looks bleached.

Any help is much appreciated.

Hi everyone, I'm having this weird lighting bug where flat brush faces are being lit differently under the same light_environment. By playing around with Hammer++'s texture UV settings I've found out that faces are lit evenly if their UV coordinates are all kept the same. However, I'm not interested in having the same UVs for every face, as I want to have rotated textures. Additionally, if I set mat_bumpmap in Garry's Mod's console to 0, the issue is resolved, but then my map looks bleached. A…

Following Tabajara's post, i've decided to import the source engine sign into Portal 2, and to be honest it took me way longer than i'd like to admit

also shoutout to portal 2's vpk.exe, it cannot compile the base portal 2 vpks even with the multi-chunk file mode activated

thanks source, very cool

Following Tabajara's post, i've decided to import the source engine sign into Portal 2, and to be honest it took me way longer than i'd like to admit also shoutout to portal 2's vpk.exe, it cannot compile the base portal 2 vpks even with the multi-chunk file mode activated thanks source, very cool

(Edited)