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sharper shadow lines

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ah just like UT then... :P

How to select all surfaces in the map?
(or is this a bad idea seeing the amount of surfaces which don't require change in light map?)

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.
Bulska wrote:
ah just like UT then... :P

How to select all surfaces in the map?
(or is this a bad idea seeing the amount of surfaces which don't require change in light map?)

Yes, if you read what I said, this is a horribly bad idea. You only want to increase the lightmap scale for surfaces you specifically want sharper shadows. The default lightmap scale is fine in most instances.

You can adjust the lightmap scale from the texture tool.

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ok, I'll use it where it fits and will do everything I can to prevent spamming with it. The surfaces hit by the light coming from the obversation rooms are certainly going to look better now ^^

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

That entity just controls the shadow colour and distance to project the shadow of prop_physics's and prop_dynamic.

To make 'sharper', more detailed shadows, use the Face Edit tool, select ALL brush faces you want, then change the Lightmap Scale to a lower number. (CAUTION:The lower the lightmap scale, the LONGER your compile times will be. This is due to it having to figure out much more 'detail', [lightmaps,] in your shadows.)

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