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#1 |
![]() Join Date: May 2005
Reputation: 0
Posts: 511
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![]() What's up with the shadows?! |
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#2 |
![]() Join Date: May 2005
Reputation: 0
Posts: 511
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![]() Had to disable shadows. I thought the Orange Box Engine was supposed to have proper lighting and shadowing now. Seems like the same old same old. |
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#3 |
![]() Join Date: Dec 2005
Reputation: 0
Posts: 144
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I don't think it was the orange boxes fault, what kind of things did you create to get the plants?
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#4 |
![]() Join Date: Oct 2007
Reputation: 33
Posts: 229
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#5 |
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Guest
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#6 |
![]() Join Date: Dec 2004
Reputation: 144
Posts: 986
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Source thinks that those objects (and all others) are opaque, so it casts a shadow perfectly correctly. It's the same on the rubbish models (the packs), they get shadows below them because that is what their collision model corresponds to.
So just turn off the shadows for those props, problem solved. Or make the material spawn those props, then they won't have shadows. |
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#7 |
![]() Join Date: May 2005
Reputation: 0
Posts: 511
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No need to be so sardonic. If you were to show that photo to anyone they'd tell you the shadows were extremely disproportionate compared to the object that was casting them. So shush.
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#8 |
![]() Join Date: Aug 2004
Reputation: 13
Posts: 660
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It's the prop's fault, it has no collision model I think so it just takes its bounding box (outer edges of the model) and casts a box shadow.
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#9 |
![]() Join Date: Sep 2007
Reputation: 14
Posts: 486
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yeah its just some plains, and source is getting old. Valve better is working on a new engine after ep3!
Crysis just casts shadows with an alpha channel to create nice shadowed grass etc... ding ding |
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#10 |
![]() Join Date: Nov 2007
Reputation: 2
Posts: 484
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This is a good example of how you can't rely on the tech to do the work. You have to inspect every scene to make sure it looks right and make any adjustments or work arounds needed.
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#11 |
![]() Join Date: Oct 2003
Reputation: 1
Posts: 102
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I don't know if this will help but try adding this to your vrad command line:
-staticproppolys -staticproplighting -textureshadows If you are using the EP2 engine, this is suppose to create shadows based on the alpha textures. I haven't tried this myself but it may work for you. |
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#12 | ||
![]() Join Date: May 2005
Reputation: 0
Posts: 511
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Quote:
Quote:
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#13 |
![]() Join Date: Oct 2003
Reputation: 1
Posts: 102
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#14 |
![]() Join Date: May 2005
Reputation: 0
Posts: 511
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#15 |
![]() Join Date: Nov 2007
Reputation: 2
Posts: 484
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I'm quivering with anticipation!
It would look cool if that works. |
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