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Author Topic: Horrid Shadows  (Read 2649 times)

Offline S.T.A.L.K.E.R.

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Horrid Shadows
« on: May 05, 2012, 02:41:33 PM »
Can someone lend me a solution to get rid of these shadows?
Lightmap scale is currently 32 for compiling purposes.


Offline FAJ

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Re: Horrid Shadows
« Reply #1 on: May 05, 2012, 03:30:21 PM »
are they set to a smoothing group? What is casting the shadows?

Offline S.T.A.L.K.E.R.

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Re: Horrid Shadows
« Reply #2 on: May 05, 2012, 05:54:03 PM »
There is nothing casting the shadows, it is just a row of lights, so there should be even lighting throughout.  Can you explain how to use lightmaps properly?

Offline Tioga060

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Re: Horrid Shadows
« Reply #3 on: May 05, 2012, 06:29:05 PM »
Select all the faces that are flush with each other and add them to the same smoothing group.

Offline FAJ

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Re: Horrid Shadows
« Reply #4 on: May 05, 2012, 06:35:58 PM »
I would remove them from func_detail if they don't have to be; nodraw all surfaces but the visible ones and set their lightmaps to like 64. Select all the faces of the ramp in face editor and go into smoothing groups and assign them to one.

Offline S.T.A.L.K.E.R.

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Re: Horrid Shadows
« Reply #5 on: May 05, 2012, 06:50:18 PM »
I would remove them from func_detail if they don't have to be; nodraw all surfaces but the visible ones and set their lightmaps to like 64. Select all the faces of the ramp in face editor and go into smoothing groups and assign them to one.
Alright, I'll do that.

I wonder why func_detail makes the shadows funky like that?

Offline FAJ

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Re: Horrid Shadows
« Reply #6 on: May 05, 2012, 07:03:04 PM »
It doesn't necessarily do anything. I only mention it because sometimes when a detail overlaps world geometry, it doesn't light properly. Or when a detail face is flush with world geometry.

I have been hunting down a lot of odd shadows recently and that seems to help.

Offline S.T.A.L.K.E.R.

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Re: Horrid Shadows
« Reply #7 on: May 05, 2012, 07:07:23 PM »
Thanks for the feedback, both of you.  I will try that next compile.

Offline Power-Fusion

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Re: Horrid Shadows
« Reply #8 on: May 06, 2012, 06:22:35 AM »
As a side note. The reason its 32 is because 16 would crash the compile. Even without lights oddly enough. (From the most recent compile I did, Ryan correct me if I'm wrong)
spoz: I like my women how i like my filesystems... FAT and 16

Offline FAJ

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Re: Horrid Shadows
« Reply #9 on: May 06, 2012, 10:03:59 AM »
If the map is very large, or complicated, you can get a T-junction error with lightmaps on too low a scale. It will clearly say it in the compile log though.

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Re: Horrid Shadows
« Reply #10 on: May 07, 2012, 07:07:39 AM »
It hasn't been that, never had it say T-junction, ill do a compile on 16 and see what comes out with the current version tomorrow.
spoz: I like my women how i like my filesystems... FAT and 16