Poles not producing shadows

Poles not producing shadows

Re: Poles not producing shadows Posted by CPS on Wed Nov 24th 2004 at 11:45pm
CPS
60 posts
Posted 2004-11-24 11:45pm
CPS
member
60 posts 6 snarkmarks Registered: Nov 21st 2004 Location: USA
I have alot of small poles in my map that are just 4 sided cylinders 4x4 I think. It looks like they are producing inverse shadows or something like that. I am only running RAD on normal, does that have anything to do with it? The texture on the pole is cable_red.

http://img115.exs.cx/my.php?loc=img115&image=west_campus0005.jpg

As you can see in the picture on the middle left of the screen it loks like some sort of shadow is being produced. The env_light is coming from the right side of the screen set to -60 degrees or so.

Also if anyone knows what causes these things that look like cuts in walls, sometimes looks like white dotted lines, that would be nice to know.

http://img115.exs.cx/my.php?loc=img115&image=west_campus0007.jpg

Thank you for any help.
Re: Poles not producing shadows Posted by Captain P on Thu Nov 25th 2004 at 12:00am
Captain P
1370 posts
Posted 2004-11-25 12:00am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Looks like a result of face splitting. Make these poles func_details
(or func_wall, whatever you want) and see if that solves the problem.

As for the second thing, you should zoom in on the 'cuts', I can barely see anything strange there.
Re: Poles not producing shadows Posted by Wild Card on Thu Nov 25th 2004 at 12:09am
Wild Card
2321 posts
Posted 2004-11-25 12:09am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
The poles are not func_wall's so they are slitting the surface. When 2 world brushes meet, they split. Same when 2 entity brushes meet, they split.

However, entites are invisible to the engine, meanning they cannot be used as vis blockers nor are they visible to the lighting engine. This means, they will not produce a shadow.

So you can either go with facespliting or no shadows. WRONG. Go with neither.

Create a 1 unit high brush that touches the floor. Make it a func_wall. Next, put your pole starting on top of that brush. Dont make it an entity.

This way, the 1 unit high brush will prevent facespliting, but it wont cast a shadow. However, the pole will cast a shadow, but because it sits atop the func_wall brush, it wont create face spliting. Another technique is to simply raise your pole 1 unit off the ground. But this leaves a gap that can be noticable in-game.
Re: Poles not producing shadows Posted by Spartan on Thu Nov 25th 2004 at 12:30am
Spartan
1204 posts
Posted 2004-11-25 12:30am
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
Shouldn't there be an opaque option to choose?
Re: Poles not producing shadows Posted by Orpheus on Thu Nov 25th 2004 at 12:46am
Orpheus
13860 posts
Posted 2004-11-25 12:46am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
one question per thread please.
Re: Poles not producing shadows Posted by Zevensoft on Thu Nov 25th 2004 at 1:17am
Zevensoft
50 posts
Posted 2004-11-25 1:17am
50 posts 145 snarkmarks Registered: Sep 29th 2003
If you want to fix the problem easily, dont have the poles rotated 45
degrees. Keep them axis-aligned, and the shadow problem should go away.
Re: Poles not producing shadows Posted by omegaslayer on Thu Nov 25th 2004 at 2:36am
omegaslayer
2481 posts
Posted 2004-11-25 2:36am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
What are those poles, are they a brush or model?

Model check the options for disable shadows, it should be set to "no"

If its a brush: Is it a world brush? The should be no problem
Is it a func_anything? Make sure you have the right opaque setting..... like spartin said. (I forget what you put in the value)
Re: Poles not producing shadows Posted by Naklajat on Thu Nov 25th 2004 at 3:28am
Naklajat
1137 posts
Posted 2004-11-25 3:28am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
what this really is, is that your lightmap scale is to high
for something that small to cast a noticable shadow. at first a made
this map with lightmap scale on the textures at the default 16, but
these screens were taken with a lightmap scale of 4. they clearly show
that a func_detail casts a shadow, but func_walls, func_doors and
func_breakables dont.the third also shows how entities dont cut world brushes, but
world brushes cut eachother, like wild card said.(that 1 unit func_wall
thing is a good idea, btw)

/edit

now you can slap me... someone told me how to do links on my first post
ever and fixed my thumbnails(thanks btw), but i just didnt put 2 and 2
together...

/edit

okay, no screens for now. the links work, its just my host thinks they
have restricted access. btw, if anyone could tell me how to post a
download it would be much appreciated and they would recieve many
points(not snarkmarks, i cant give those) and perhaps a gold star(not
one for the elephant, i just had to get rid of that one)
Re: Poles not producing shadows Posted by Spartan on Thu Nov 25th 2004 at 3:43am
Spartan
1204 posts
Posted 2004-11-25 3:43am
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>one question per thread please. </DIV></DIV>
I wasn't asking a question just merely stating that he should try checking for an opaque option.
Re: Poles not producing shadows Posted by CPS on Thu Nov 25th 2004 at 3:54am
CPS
60 posts
Posted 2004-11-25 3:54am
CPS
member
60 posts 6 snarkmarks Registered: Nov 21st 2004 Location: USA
Spartan, I think he was referring to my two questions in the first post. I will take more screens and make another topic for it.

EDIT: Also how would I go around changing the light map scale value?
Re: Poles not producing shadows Posted by Naklajat on Thu Nov 25th 2004 at 4:37am
Naklajat
1137 posts
Posted 2004-11-25 4:37am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
its in the texture application tool.