Re: Sharper Shadows
Posted by satchmo on
Tue Mar 30th 2010 at 8:14pm
satchmo
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You have to adjust the lightmap grid.
Open up the texture application toolbox and change the view in 3D to "lightmap". Using the texture tool, select the surface that you want to adjust the sharpness of the shadow, and change the grid density. The smaller the number, the sharper the shadow.
As a reference, 32 is the default grid density. To make it relatively sharper, change it to 4. To make the shadow really sharp, set it to 2.
One thing to keep in mind when you modify grid density is that if you have two surfaces adjacent to each other and they have different grid density, the shadow falling on them can make the transition between the two surfaces look very obvious and ugly.
Making the shadows sharp does make a performance hit, and it also makes the .BSP file size larger. This is especially true if you change the grid density of a very large surface. So keep this in mind, and use it wisely.
Incidentally, if you want to improve performance and the shadow blurriness doesn't matter in some places, you can make the number bigger. Change it to 64 or even 128.
Re: Sharper Shadows
Posted by G4MER on
Wed Mar 31st 2010 at 7:37am
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As explained I think in this youtube vid.
[youtube]<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/Ne59X-e-R9Y&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"><param><embed src="http:/www.youtube.com/v/Ne59X-e-R9Y&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>[/youtube]
Re: Sharper Shadows
Posted by Crono on
Thu Apr 1st 2010 at 2:07am
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A lot of the lighting in L4D2 appears to actually be dynamic. As far as I can tell, some of the shadow artifacts are due to shadow map resolution. I haven't, personally, seen any way to increase the resolution on them in L4D2. If you could, it would be controlled by the end-user.
Other than that, all static shadows would be controlled by the light map texture resolution of the surface the shadow is being projected onto, maybe there's some issue that's being overlooked in respect to this.
If it is a dynamic light problem and there's no user setting to alter the resolution of the shadow maps used, you're pretty much stuck with those blocky blurred shadows. I guess, if you did some experimenting and found out how it chooses what light sources have dynamic shadows and which ones don't you'd be able to better control it. But, even in L4D1 a lot of the shadows were pretty ugly.
Blame it on Microsoft, God does.