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All Discussions > Help > Topic Details
Rupert 3 Nov, 2018 @ 9:24am
Strange Shading on Props (Blender - HL2)
I have been creating some low poly assets for a map I am working on. When I load the map up for testing in Half Life 2, the props have these strange shadows on them when placed in certain areas of the map. They are especially prominent under the balcony on the front of the house.

I've noticed that shadows cast on the model treat the object oddly. Rather than drawing a line between shade and sun across the surface of the model, it treats it as if its either completely in shadow, or completely in the sun. Even if that is not the case.

For example, if you look at the stone frame around the door at the front of the house. It has no block of shadow on it, even though the top half would have shadow on it from the balcony above.

Shadowy effect examples
https://imgur.com/a/lcgdBOO

Hammer layout
https://imgur.com/a/irkbyeg

If you need any more information, just ask. Thanks!
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Showing 1-6 of 6 comments
Artfunkel 3 Nov, 2018 @ 11:50am 
You'll need to add your models as prop_static and enable per-vertex static prop lighting when buliding your map.
Rupert 3 Nov, 2018 @ 6:31pm 
Originally posted by Artfunkel:
You'll need to add your models as prop_static and enable per-vertex static prop lighting when buliding your map.
Ah, I think I now understand what the problem is. Basically, the static model is lit per-vertex, correct? Like when you change the lightmap scale on blocks. (e.g. higher number of vertices, sharper the shadows on the model. higher unit/luxel on the lightmap scale, sharper the shadows on the block.)

Once I added the three compile options, "-staticproppolys", "-textureshadows" and "-staticproplighting", then compiled, the shadows appeard, but distorted.
See below...
https://imgur.com/a/cf8RsS5

Wondering if I need to go back to blender and add more vertices to my model so make the shadows more defined. Also any tips on my model creation would be much appreciated.
Example of my model below...
https://imgur.com/a/pFmVL3D
Artfunkel 4 Nov, 2018 @ 10:12am 
That is precisely what you need to do. Just adding a few on the vertical sections will improve lighting nicely.
shotgunefx 4 Nov, 2018 @ 3:07pm 
While more vertices will improve shading, It still looks wrong to me. Just from bounced light, they shouldn't be that black. Are your normals good? I've had instances where a normal was reversed and the result was black faces. Also if those vertices are embedded in the jam , they will be self shaded, and not get light. Try disabling self shadowing on the prop.
Rupert 5 Nov, 2018 @ 12:28pm 
Originally posted by shotgunefx:
While more vertices will improve shading, It still looks wrong to me. Just from bounced light, they shouldn't be that black. Are your normals good? I've had instances where a normal was reversed and the result was black faces. Also if those vertices are embedded in the jam , they will be self shaded, and not get light. Try disabling self shadowing on the prop.
It might be hard to see from the photos, but the sliding sash window is split into 3 separate props. The frame round the outside is a prop_static, then the two inner parts which hold the glass are prop_physics. (The glass is a func_breakable, so I dont need to worry about that).

I've checked the normals on all of the models in Blender, and they are all fine. (I normally model with Backface Culling ticked on).

Is there no other way that Source simulates shadows on props other than by vertex? Nothing that potentially could be done via the texture of the model. (Kinda defeats the whole point of low poly if the simple window frame is like 200+ vertices.)

I'm trying to spend a lot of the time on how light and shadows effect the models, becuase thats where a lot of the detail comes from with low poly.
shotgunefx 5 Nov, 2018 @ 12:59pm 
Well prop_physics are dymaically lit, you could try disablereceiveshadows, but I don't remember if that only stops it receiving it themselves. For the prop_static frame , did you try Disable shadows? You'd probably be better off maing it one prop_dyanmic or prop_physics with gib models
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Date Posted: 3 Nov, 2018 @ 9:24am
Posts: 6