Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Invisible walls casting unwanted shadows

Author
Message
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 13th Sep 2011 19:30 Edited at: 13th Sep 2011 19:48
Hi, can anyone tell me how to prevent invisible wall segments casting shadows? Is there a setting in the .fps file that I need to change, or is there somethnig else I need to do (apart from turning light mapping and shaders off)?

Thanks

[edit]Oops, sorry, I posted this in the wrong place, can a Mod, move it to Models and Media please?[/edit]

angusm3
15
Years of Service
User Offline
Joined: 6th Mar 2009
Location: Right behind you...
Posted: 14th Sep 2011 04:28
this is intentional I'm pretty sure, on low level light mapping it will cast a shadow, this lets people make directional lights easily with invisible objects. If you want it to stop, set all the lightmapping settings to high.

I appear to have burst into flames...
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Sep 2011 17:32
Quote: "If you want it to stop, set all the lightmapping settings to high."


They're already set to high...

uzi idiot
Valued Member
14
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 14th Sep 2011 18:32
Turn Full Lightmapping on. Quick lightmapping ignores transparency.


Mental Stability is over-rated!
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Sep 2011 19:17
Quote: "Posted: 14th Sep 2011 15:32

Quote: "If you want it to stop, set all the lightmapping settings to high."

They're already set to high..."


Quote: "Posted: 14th Sep 2011 16:32

Turn Full Lightmapping on. Quick lightmapping ignores transparency."


*Sigh*

The Storyteller 01
15
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 14th Sep 2011 20:20
Just a guess: Could it be, that - in addition to the options in the build menu - the lightmap settings in the setup.ini has influence on this?

In case you find my grammar and spelling weird ---> native German speaker ^^
bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Sep 2011 20:28 Edited at: 14th Sep 2011 20:32
I already have the setup.ini up as high as my machine will allow, and still have a half decent frame rate;

lightmapatten=32
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=512
lightmapquality=32

As my OP said, I was hoping there would be a setting in the .fps file that I could change;

Quote: "Is there a setting in the .fps file that I need to change, or is there somethnig else I need to do?"


I'm guessing there isn't then?

[Edit]What about 'lightmode' in the .fps file? What does that change?[/edit]

bruce3371
14
Years of Service
User Offline
Joined: 4th Aug 2010
Location: Englishland
Posted: 15th Sep 2011 02:13
Sorry for double post,

I found a solution (or rather, was sent a solution by Blackfox), I used an invisible entity wall instead of an invisible segment wall. Now there's no odd shadows cast by nothing!!!!

Can a Mod lock this, and move it to Models and Media please?

Login to post a reply

Server time is: 2024-11-24 05:57:37
Your offset time is: 2024-11-24 05:57:37