Model me this

Model me this

Re: Model me this Posted by G4MER on Wed Dec 15th 2010 at 12:28am
G4MER
2460 posts
Posted 2010-12-15 12:28am
G4MER
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I want to model this to where I get the shadow play cast as well.. can the engine do this? Will it have to be modeled or can I get away with a texture?

http://www.hardwaresphere.com/wp-content/uploads/2009/04/modern-lamps-by-lelabo-corner-lamp.jpg
Re: Model me this Posted by Le Chief on Wed Dec 15th 2010 at 3:17am
Le Chief
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Posted 2010-12-15 3:17am
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This can be done with either a model or using brush geometry. Just don't forget to turn the light map scale down for those shadows.
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Re: Model me this Posted by G4MER on Wed Dec 15th 2010 at 5:34am
G4MER
2460 posts
Posted 2010-12-15 5:34am
G4MER
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What would you suggest aaron?
Re: Model me this Posted by Riven on Wed Dec 15th 2010 at 7:16am
Riven
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Posted 2010-12-15 7:16am
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
The following is taken directly from the VDC here:advanced lighting

This is concerning what you can do with compile options under the "Expert" mode.
The VDC said:
The Orange Box engine (Source 2007) added three additional options you can use when compiling to improve the realism during compile. To access these, open Expert mode in the Run Map dialog and select "HDR Full compile -final (slow!)"; then, select the "$light_exe" line in the list below that. In the Parameters field, append the options you wish to use, as shown below.

NOTE: these considerably increase compile time, so it is recommended that you save them for the last few stages of your map!
-staticproppolys

Normally, VRAD creates shadows under static props based on the collision mesh, since collision meshes are usually much simpler but still close enough to the prop's shape. This is usually sufficient, but some props may have oversimplified collision meshes — or none at all — causing VRAD to create unnatural shadows. This option allows you to override this for certain props and force VRAD to use the polygon mesh instead. This is also necessary if you need to use -textureshadows (see below).

Simply append -staticproppolys to the $light_exe Parameters list (see above).
-textureshadows

Not all props have their "holes" defined solely by geometry. Mesh fences, for example, use textures with alpha channels. These are not normally recognized by VRAD, so if you use them you will have to either disable shadows from them (which sometimes produces decent results) or add this option, which forces VRAD to take alpha channels into account as well, just like with brushes.

To make -textureshadows work, you need to create a custom RAD file for your map listing which props you want this option to affect. Extract the lights.rad file from the game in question using GCFScape or Crafty, place it in the game folder, and give it a new name. Then, open it in any text editor and append the line forcetextureshadow [full path of prop] to the file for each model you want this to affect. You will also need to have 'staticproppolys enabled for this to work. Finally, append -lights [name of your custom RAD file] -textureshadows to the $light_exe Parameters list (see above).
-staticproplighting

Unlike the other two, this option affects the lighting received by props. Props are generally lit based on the lighting levels at their origin (see info_lighting above), which can lead to unnatural lighting if a light source is aimed at only one side of the prop or if the prop is half in shadow and halfway in light. This option forces VRAD to calculate the lighting level at each vertex instead. Of these three options, this one will probably affect compile time the most, but is usually a necessary step in making the map's props look convincing.

Simply append -staticproplighting to the $light_exe Parameters list (see above).

NOTE: This will cause some props, such as pine trees, to try to cast shadows on themselves, creating an unrealistic look. To fix this, under the prop's properties, set the value for Disable Self-Shadowing with vertex lighting to "Yes."
Alternatively, you may work with the new env_projectedtexture entity, which is a dynamic light that casts shadows only from textures. (basically it acts like the EP2 flashlight shadows). You can read all about it here: http://developer.valvesoftware.com/wiki/Env_projectedtexture

Note: you will only see these if you're running shadows on "high" under your video options.

Also Note: Games with this entity enabled, only allow for one of these to be turned on at a time, including the player's flashlight! So, be sure if you have multiple throughout the level, only one can be active at a time. And if it's HL2, don't give the player the suit yet (or disable the flashlight somehow...).

But those are the best options I know of to get your effect. :)
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