i have four castle in scene.
i export castle prop with different setting by using WWMT. (dynamic
with hull, dynamic
without hull, static
with hull, static
without hull)
i have check the 'Use Local Origin as World Origin' and 'Calculate Origin in SMD' as the common setting.
i have some questions from the experiment.
1.why the
static prop is
dim than
dynamic prop, them both use the
same material.
2.compare with
static prop, why
dynamic prop model is
rotated 90 degree.
3.in the dynamic with hull result, why the
dynamic prop and
it's hull have
90 degree rotation.
welcome any comments.help me
The lighting difference is that dynamic props receive light from one point only whereas static props are lit per vertex.
For some hints about adjusting its lighting:
- prop_dynamic (https://developer.valvesoftware.com/wiki/Prop_dynamic)
- prop_static (https://developer.valvesoftware.com/wiki/Prop_static)
- Lighting (https://developer.valvesoftware.com/wiki/Lighting)
- Advanced Lighting (https://developer.valvesoftware.com/wiki/Advanced_Lighting)
As for the different rotation in static vs dynamic: Models compiled with $staticprop are assigned a bone and rotated when compiled. This is why the same prop won't face the same way when a version is compiled with $staticprop and another isn't.
As for the collision hull being rotated in a dynamic prop, this is due to a bug in Source itself (confirmed to me personally by a Valve employee). The way to get around this is to create a bone and skin the model and the hull to that same bone.