Displacement has weird lighting in hdr compile
When I compile my map in normal, it looks fine. But when I wanted to test the HDR lighting, it looks very weird on the displacements! http://steamcommunity.com/sharedfiles/f ... =151478230
The texture I used for it is: nature/blendrockdirt_tunnel03a
The compile options I used are:
Full compile - HDR only
$light_exe -- -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
I tried building cubemaps, but it doesnt not seem to help.
Thanks!
Try using a different blend texture or make your own.
Below is my .vmt for custom texture: blendrockdirt_tunnel03c
WorldVertexTransition
{
$basetexture "nature/rockwall_cave02a"
$basetexture2 "nature/dirtfloor004a"
//$seamless_scale ".0015"
$surfaceprop rock
"%noportal" 1
"%keywords" "portal2 underground"
"GPU>=1"
{
$blendmodulatetexture "nature/rockblendtexture001a"
$bumpmap "Nature/rockwall_cave_02a_height-ssbump"
$ssbump 1
$normalmapalphaenvmapmask 1
$envmap "cubemaps/cubemap_cave01"
$envmapcontrast "0.0"
$envmaptint "[ .035 .035 .035 ]"
}
}
EDIT: Looking into my vmf I still use that texture. Not sure what I actually did to fix it... The only reason I commented out the scaling was because I wanted to use that texture inside the 3D skybox.
I contacted valve about it and it is fixed with a small little patch now!
josepezdj wrote:
So, I guess it's an automatic fix that we should be having already installed right?
Yup, it should be a very tiny update to portal 2 