Dynamic Shadows on func_brush
Posted Jun 26, 2011
I'm building a room that is dramatically reshaped with panels that have func_brushes attached to them. Mechanically it works fine but due to the way it reshapes the lighting should change rather drastically, however with func_brush's static shadow generation this isn't happening. I'm trying to determine what I should be using to get shadows to change as these panels move but still using a brush or entity that allows me to use the textures of the room.
Thanks for the help.
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Posted Jun 26, 2011
Replied
12 minutes
later
I think what you're looking for is an env_projected_texture
Posted Jun 26, 2011
Replied
1 hour
later
You mean env_projectedtexture
Minor correction
Posted Jun 26, 2011
Replied
3 minutes
later
Thanks, this isn't quite what I'm looking for. I would prefer to not have spotlight-like lighting and be able to have more than one light source. I'm looking to have these lights change the shadow on my func_brush or its substitute as the brushes move. Is this simply not a possibility?
Posted Jun 27, 2011
Replied
11 hours
later
Take a look at light_dynamic. It's expensive to render, but may be able to do what you want.
Posted Jun 27, 2011
Replied
40 minutes
later
isnt there just a "YES" you have to set to one of the func_brush's shadow related parameters?
Or a NO if its filed as "disable shadow related thingy?"
Posted Jun 27, 2011
Replied
10 hours
later
I think so MissStabby.
Posted Jun 27, 2011
Replied
2 hours
later
I believe I tried every shadow and render-related setting available.
Disable Receiving Shadows: No
Disable shadows: No
Projected Texture Cache: I thought this was the problem, but I've tried all the settings with no luck.
Disable flashlight: No
Solid BSP: Tried toggling this, but I believe it's just player-physics related.
Shadows: Yes
Posted Jun 27, 2011
Replied
1 hour
later
Ald?z wrote:
Take a look at light_dynamic. It's expensive to render, but may be able to do what you want.
I'd prefer the light not have hard edges and a defined source (more of a soft box than spotlight) which I can't see how to do with light_dynamic.
Posted Jun 28, 2011
Replied
12 hours
later
As far as I know, regular shadows get baked into surfaces during compile and remain static after that, with the only option for dynamic shadows being env_projectedtexture. Id try experimenting with that, maybe you can make it look less like a spotlight and more regular-light-ish. Im not sure about dynamic lights, but I dont think they cast shadows.
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Posted Jun 28, 2011
Replied
6 hours
later
The best option you have for making it non-spotlightey is making the light come out of some sort of source in the ceiling.