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sharper shadow lines

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In my map, the edges of shadows in the lightmap look a bit blurry. How can I make them a bit sharper edged? I think it will look better.

Also, what effects of HDR and such take place with a portal map from the original story line? And how to add them myselves? :D

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.

I believe what you are talking about is lightmaps, you can read about them here: http://developer.valvesoftware.com/wiki/Lightmap

im pretty sure theres an entity for shadow control CALLED shadow control or something like that. I saw it in a TF2 map so it could just maybe be TF2 exclusive.

cornontheCoD wrote:
im pretty sure theres an entity for shadow control CALLED shadow control or something like that. I saw it in a TF2 map so it could just maybe be TF2 exclusive.

Err... What? I saw that entity in the example map!

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Increase your lightmap scale. Keep in mind that this will exponentially increase the VRAD compile time and your final map file size, so don't over do it.

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msleeper wrote:
Increase your lightmap scale. Keep in mind that this will exponentially increase the VRAD compile time and your final map file size, so don't over do it.

you mean decrease right?

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I guess. While the value is getting smaller, the intensity and amount of data that is calculated and stored is increasing.

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Ah thanks, I guessed it were the lightmaps, I've worked with them before in the Unreal Editor.

I'll take a look :D And how about HDR effects? I'll look it up in the example maps, but if I cant find it, help here would be great.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.

Um where to find Lightmap settings...?

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.
taco wrote:
I believe what you are talking about is lightmaps, you can read about them here: http://developer.valvesoftware.com/wiki/Lightmap

The very first sentence from the article: "A lightmap is the static lighting data for each Brush face."

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