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Shadow Control (spider web)


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20 réponses à ce sujet

#1
Guest_dewkl_*

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example: http://img689.images...8/shadowbug.gif

As you can see, the spider web is creating unnatural shadows as it seems to be treated as a normal model (which is fair enough). If I disable the lightmap it's going to look too bright, I need it [the spider web] to receive lighting but not create any shadow on other objects.

I looked for a way to disable receiving shadows on the wall, but there doesn't seem to be such an option. I've looked at the official levels and they render spider web with lightmaps, but does not end up like this.

edit: sorry for all the recent posts, i'm either being too active or this forum too inactive.

Modifié par dewkl, 28 mars 2010 - 10:41 .


#2
DaSkee

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I'm having the same issue, hopefully this gets a response.

#3
BioSpirit

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You can set the Export lightmap option to false from object properties. I suppose the light doesn't pass through the spiderwebs in a lightmapper and that's causing the problem.

#4
Guest_dewkl_*

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As I said in the original post; if you disable the lightmap it looks too bright because then you also disabled the received lighting.  It means it would light up in dark places.

There has to be a way to enable receive lighting and disable cast shadow.

Modifié par dewkl, 17 avril 2010 - 12:41 .


#5
BioSpirit

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dewkl wrote...

There has to be a way to enable receive lighting and disable cast shadow.


Yes, there is a way.  Model mesh hierarchy file (*.mmh) contains some flags those should allow to do that.

#6
Guest_dewkl_*

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So I suppose this means that all the spider web models have to be reconfigured and recompiled to a different file? How do you ensure these properly export to a player trying the mod?

Modifié par dewkl, 17 avril 2010 - 09:46 .


#7
midnightgeek

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Any update on this? I'm curious as to what everyone is doing as a solution or workaround to this problem.

#8
midnightgeek

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BioSpirit wrote...

Yes, there is a way.  Model mesh hierarchy file (*.mmh) contains some flags those should allow to do that.


If possible I would like to create a copy of each of the spiderweb models with the properties adjusted so that they are affected by lights but do not cast shadows.  Can you point me in the right direction?  I can't seem to find where the source files are located.

#9
midnightgeek

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Ok, I did some digging and found out how to extract the *.mmh files.

I've opened the mmh file in the gff editor, and I'm browsing through the nodes.  Nested deep in there are two nodes called MMH_MESH_CAST_RUNTIME_SHADOW and MMH_MESH_CAST_BAKED_SHADOW.  Both have a value of 0.

I can only assume this means that the values are correct and the lightmapper is simply ignoring those values and casting the shadows anyway.

Can anyone confirm this?

#10
-Semper-

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if they are set to zero then all is correct and the problem lies deep within the light mapper, as often :D

seems there's no workaround for this issue.

#11
ITSSEXYTIME

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I for one can not wait for some lightmapper bug fixes.




#12
midnightgeek

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In case anyone is interested, I made a darker version of the spider web models which I am very happy with. You can download it here: http://social.biowar...m/project/2980/

#13
Guest_dewkl_*

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That's great, I still need that. There's no (visible) files on the project, though.

#14
midnightgeek

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I changed the properties of the file to allow everyone to download. Please try again :)

#15
Proleric

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Surprisingly, I'm finding that placeable webs look better than props. No ugly shadows, and (for once) the placeables don't look unnaturally bright compared with the surroundings.

#16
Challseus

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Proleric1 wrote...

Surprisingly, I'm finding that placeable webs look better than props. No ugly shadows, and (for once) the placeables don't look unnaturally bright compared with the surroundings.


Interesting... I wonder if this applies to all the ivy models. If so, thanks, man!

#17
DarthParametric

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Placeables shouldn't have the second set of UVs for light maps that props have.

#18
Challseus

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Sorry for rezzing this, but Proleric, I'm just getting around to this, and I don't see any placeable web objects. Are they under some obscure name, or did you do some prop -> placeable conversion?



Thanks.

#19
DarthParametric

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The placeable web models I can see are:

plc_spiderweb04_0 - Posted Image

plc_spiderweb07_0 - Posted Image

plc_webfloor_01_0 - Posted Image

As I alluded to in my previous post, they don't have a second set of UVs and thus can't receive a lightmap, hence why they look different to the prop versions.

There are no placeable ivy models. However, it would be easy enough to delete the lightmap UVs from the props and re-export them as new models if you want to see if it makes a difference. The same goes for any additional web props that don't have a placeable equivalent.

Modifié par DarthParametric, 25 janvier 2011 - 08:19 .


#20
Proleric

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Yes, in the toolset you can just make a new placeable, then choose one of those three in the Appearance drop down.

#21
Challseus

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Thanks, guys.