Sunlight and Structures

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Rubrica
305 Posts
Posted Jul 25, 2011
Replied 17 minutes later
It works for me. Perhaps try disabling shadows? I used a prop_static, btw, I assume you've done the same?
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Lostprophetpunk
409 Posts
Posted Jul 25, 2011
Replied 31 minutes later

Rubrica wrote:
It works for me. Perhaps try disabling shadows? I used a prop_static, btw, I assume you've done the same?

Yeah, they are static props. Got the sunlight to shine through, but it doesn't recognise the metal squares to be rendered in the sunlight shadow on the floor?

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Rubrica
305 Posts
Posted Jul 25, 2011
Replied 4 minutes later
I never noticed, but they don't on mine either. Try lowering the sun spread angle in the light_environment's properties.
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Vordwann
767 Posts
Posted Jul 25, 2011
Replied 3 hours later
Does the light_environment cast shadows from/on static props as well as world geometry? Because I know an env_projectedtexture works
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iWork925
1,080 Posts
Posted Jul 26, 2011
Replied 10 hours later

WinstonSmith wrote:
Again, I'm curious as to your reason for posting the "boring" emote 1) in response to a genuine display of gratitude and 2) in response to me asking the first time.

Sorry, I know I am not supposed to mess with the mods, but that was too funny. The first emote post was because the display of arrogance was too much for me too handle.

Vordwann wrote:
Does the light_environment cast shadows from/on static props as well as world geometry? Because I know an env_projectedtexture works

Can't you use both?

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Skotty
671 Posts
Posted Jul 26, 2011
Replied 9 hours later
To render the shadows of prop_statics like their visual structure is, you need to switch to expert mode in the compiler. Now you have to add some lines in your VRAD setting:
-textureshadows -StaticPropLighting -StaticPropPolys
Textureshadows ->models with textures using alpha channels like fences with metal grid textures will render depending where a translucent part is and where not.
-StaticPropLighting -> Static props will force to render shadows depending to their visual appearence (per Polygon). If you don't use it, it will use the physbox.
-StaticPropPolys -> Static props won't have a constant lighting. Now every polygon will have it's own lighting. This included self shadowing of prop_statics.

Be careful.Now it will create shadows depending where the polygons are. It doesn't check if the texture is translucent or not, so if you use the glass models of the vactubes, they will cast a shadow too!

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Vordwann
767 Posts
Posted Jul 26, 2011
Replied 1 hour later
which is why you just disable shadows on those glass models.
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Skotty
671 Posts
Posted Jul 26, 2011
Replied 5 minutes later
Exactly. And env_projectedtexture just casts shadows through non translucent surfaces.
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Lostprophetpunk
409 Posts
Posted Jul 26, 2011
Replied 41 minutes later
Thanks you guys. I'm trying to learn new stuff and you are making it so much easier for me. =]
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Vordwann
767 Posts
Posted Aug 03, 2011
Replied 8 days later
So skotty, as long as you disable shadows on the glass tubes, you would say that the light_environment is the way to go for destroyed chambers with those cool shadows of junk on the floor?
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Skotty
671 Posts
Posted Aug 04, 2011
Replied 1 day later
How to cast good shadows is your decision. If you enable or disable shadows of props or use env_projectedtexture or light_environment needs to be decided by you.