Detail-Sprite shadowing

Hello guys.
I’m currently working on my next multiplayer map and I want to add some cool vegetation. For the vegetation to get shadowed correctly I tried out prop_static, prop_detail and prop_dynamic. But the models appear fullbright in game all the time.
How can I use correctly lit grass-models and detail sprites in source engine?

So far it doesn’t work for the following models:
models/props_foliage/detail_plant01.mdl
models/props_foliage/detail_shrub03.mdl
models/props_foliage/detail_shrub05.mdl
models/props_foliage/detail_plant02.mdl

Help pls :slight_smile:

Unfortunately, with those models, you can’t - It’s a limitation of the detail prop system. All models and sprites to be used in the system (primarily for auto-placement on specific displacement types, but they can be hand-placed as you’ve been doing) have to use the UnlitGeneric shader, which means they can’t not be fullbright. (I’m under the assumption that this was done because most detail models are very low-poly, down to 2 tris, so so Valve opted to disallow vertex lighting)

Any foliage prop with detail in the name is used by that system, so short of making a copy of the model and material without the unlit shader, there’s not really a way to use lighting on them.
Luckily the larger shrubs are designed for prop_static!

EDIT: Just found this on the Developer wiki-

So support for vertexlitgeneric can be coded in fairly easily. Might be something we should ask the devs to do for the next update.

Ok… Thx for info… I guess I will wait then.

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