[Solved] Func_detail's ugly shadows

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Timoteeei
22 Posts
Posted Apr 01, 2013
Hello everyone.
I faced with the following problem, when i make world brushes as a func_detail the ugly shadows appear. Here is the example:
Result of compiling with a world brushes:
img
Result of compiling with a func_detail:
img

The questions: What can i do with that? And what could i do wrong so this shadows appear from nowhere and look like $h!t ?

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josepezdj
2,386 Posts
Posted Apr 01, 2013
Replied 31 minutes later
Explanation is: both kind of brushes are not treated the same by VRAD in compile. You can tie those brushes to a func_brush instead of a detail, and then set to NO the "Disable Shadows" and maybe "Disable Receiving Shadows" properties.
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Timoteeei
22 Posts
Posted Apr 01, 2013
Replied 1 hour later
With func_brushes it looks better than with func_detail, but this time all shadows almost gone (even with enabled shadows in propetries.
Example:
img

All map will be have the same structure
img
So i'm not sure is it a good idea to tie world brushes to a func_brushes? Because in this way i should tie almost all map :confused: (on the picture above is only 1/5 (or even smaller)part of the map)

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josepezdj
2,386 Posts
Posted Apr 01, 2013
Replied 14 minutes later
In order to add shadowing use then an env_projectedtexture and try the func_detail again. Playing with the angle of it you can get good shadows from those brushes... You can also try the func_brush, and then set to NO the "Disable ShadowDepth" and "Disable flashlight" properties. Also check out the choices for "Projected Texture Cache"

It wasn't clear enough to me if you wanted shadows or not... :smile:

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Lpfreaky90
2,842 Posts
Posted Apr 01, 2013
Replied 1 minute later
I totally disagree with you here; I think it looks much better with the func_details with shadows. It gives much better depth perception.

If you don't want them to be world geometry because of the compile time you could choose to use a func_viscluster; that should keep the compile time low.

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Timoteeei
22 Posts
Posted Apr 01, 2013
Replied 3 hours later
I need shadows but i need it to look not like blocks floating above the ground. I thought that the first one is fine, but it's a world brushes and compiling with it will take an endless time. (Checked due my curiosity: 8 hours are not enough to complete compiling even at 30%)

this is how look func_detail with env_projectedtexture:
img

With a natural shadows the func_details became more pretty-looking :smile: (even that things that i don't like are still here) I just have to accept this fact and move on. Now with env_projectedtexture there is a much more work to do. Thanks you for advices and for spending your time.

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FelixGriffin
2,680 Posts
Posted Apr 01, 2013
Replied 3 hours later
Where did Aperture get end-stone?
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lord_blex
96 Posts
Posted Apr 01, 2013
Replied 2 hours later

FelixGriffin wrote:
Where did Aperture get end-stone?

They probably got the biggest establishment on Earth, they successfully put a woman into a computer, they are compressing sunlight into solid bridges and they are the leaders in portal technology. Do you think getting some endstone would be too hard for them? :biggrin:

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FelixGriffin
2,680 Posts
Posted Apr 01, 2013
Replied 2 hours later
Probably, I mean, they don't seem to have any weapons. How would they defeat the Dragon?
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lord_blex
96 Posts
Posted Apr 01, 2013
Replied 38 minutes later
They might just put a lot of turrets in a line and prayed that the dragon is stupid enough to stay in front of them. Or they just made him look in the operational end of the device. Or.. wait for it... flaming lemons!
Actually.. This is] what the writer of Half Life wrote on the subject of the Combine and Aperture:
Sorry, can't comments on unreleased story elements. I can only say they tried to get in.
That means they couldn't. Right? And they have conquered a whole universe, so they aren't just messing around :razz:
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josepezdj
2,386 Posts
Posted Apr 02, 2013
Replied 3 hours later

lord_blex wrote:
this is how look func_detail with env_projectedtexture:

Definitely this is the best of the posted screenshots :thumbup:

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DaMaGepy
361 Posts
Posted Apr 06, 2013
Replied 3 days later
tried to decrease lightmap size? Its longer compile and bigger map size, but sometimes does the trick, especially when the lightmap grid is off, and you can't align it like a texture. Or sometimes make the lightmap big is a solution too when you dont want shadows somewhere and just want to smooth the shadow under funcdetails.