Re: Ugly jagged shadows...
Posted by satchmo on
Mon Dec 27th 2004 at 11:36pm
Posted
2004-12-27 11:36pm
satchmo
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When you tested your map, did you have Hammer running in the background? I have experienced similar "ugly shadow" problem when I run Hammer and Half-Life 2 at the same time. I don't know whether it's a computer resource issue, but when I run Half-Life 2 alone, the problem goes away.
Re: Ugly jagged shadows...
Posted by omegaslayer on
Tue Dec 28th 2004 at 12:04am
Posted
2004-12-28 12:04am
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No its because the legs of the bench are cutting up the lower brush (you can see how it cuts it up).
This is a common n00b mapper mistake. Either turn the legs into a
entity (wall or detail) or raise the legs the smallest unit off the
ground so it doesnt cut up the floor, then compile again.
Re: Ugly jagged shadows...
Posted by haysuess on
Tue Dec 28th 2004 at 4:13am
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Location: USA
I'm trying it out...thanks for the response. I also accidentally marked that your answer was wrong but it's right :-/
Re: Ugly jagged shadows...
Posted by synax on
Tue Dec 28th 2004 at 4:15am
synax
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Dec 16th 2004
omegaslayer's answer is correct - your ground place is clearly being
cut up by the leg brushes touching them. Either lift the brushes off
the plane by 1 or more units, or make them a func_wall or func_detail.
[Edit: And you've edited your response as I posted mine :smile: ]
Re: Ugly jagged shadows...
Posted by haysuess on
Tue Dec 28th 2004 at 4:34am
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But what you're saying is that they have to either be floating 1pt off the ground, or cast no shadows?!
Re: Ugly jagged shadows...
Posted by synax on
Tue Dec 28th 2004 at 4:44am
synax
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Or you can make the bottom portions of the legs (the part that touches
the floor) all func_wall and have the remainder of the legs cast
shadows.
Re: Ugly jagged shadows...
Posted by haysuess on
Tue Dec 28th 2004 at 4:52am
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wow, that's very time consuming and brush wasting don't you think? for something as simple as that...? :-/
Re: Ugly jagged shadows...
Posted by Nanodeath on
Tue Dec 28th 2004 at 7:07am
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Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Can someone clarify this for me: when NOT to use a func_detail? I
know you're supposed to use them for small objects, a la detail entities,
but when does the "detail" entity get too big and require a func_brush
or just being a world brush? I know there aren't really any right
or wrong answers for this, but any comments?
Re: Ugly jagged shadows...
Posted by omegaslayer on
Tue Dec 28th 2004 at 7:58am
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func_detail: Anything that you dont want to block vis, you dont want to
cut up surfaces, nothing is too big, like i have some stairs that are
detail that are 10x the size of the player, they help to calculate vis
(since detail doesnt cut up vis) ill write a tut on how to optimize
your map soon, just cant right now.