Env_sun + shadows? What is wrong?
Quote from beecake on October 19, 2011, 1:51 pmI am making a map where i in one of the rooms want to have a white sky, with a sun above me.
The sun should make the the props, i have placed, cast shadows.I have made the sky with the skybox but the sun is not visual!
It does not cast shadows at the floor
Before i got the white sky, i managed to make a sun. On the pictures above i have done excactly the same as here
What i am using:
A 3D-skybox with the white skybox-texture
An info_target called "target"
An env_sun pointing at "target"
A light_enviroment pointing at "target"
Props to cast the shadows
What do i do wrong?
I am making a map where i in one of the rooms want to have a white sky, with a sun above me.
The sun should make the the props, i have placed, cast shadows.
I have made the sky with the skybox but the sun is not visual!
It does not cast shadows at the floor
Before i got the white sky, i managed to make a sun. On the pictures above i have done excactly the same as here
What i am using:
A 3D-skybox with the white skybox-texture
An info_target called "target"
An env_sun pointing at "target"
A light_enviroment pointing at "target"
Props to cast the shadows
What do i do wrong?
Quote from Vordwann on October 19, 2011, 3:21 pmWhy do you need a 3d skybox?
Why do you need a 3d skybox?
[spoiler][SP] Alternate[/spoiler]
Quote from beecake on October 19, 2011, 4:52 pmVordwann wrote:Why do you need a 3d skybox?I dont? I've searched around the net to find a tutorial, and in every tutorial they use a 3D-skybox... Can you give me a quick tutorial without 3D Skybox?
I dont? I've searched around the net to find a tutorial, and in every tutorial they use a 3D-skybox... Can you give me a quick tutorial without 3D Skybox?
Quote from iWork925 on October 19, 2011, 4:58 pmUm wtf? Delete sun. That shit looks stupid. Make an env_projectedtexture and point it downwards. Better yet decompile the second valve SP map and steal they're one. Looks like a gel sprayer thingy just below the skybox.
Um wtf? Delete sun. That shit looks stupid. Make an env_projectedtexture and point it downwards. Better yet decompile the second valve SP map and steal they're one. Looks like a gel sprayer thingy just below the skybox.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from beecake on October 19, 2011, 4:59 pmiWork925 wrote:Um wtf? Delete sun. That shit looks stupid. Make an env_projectedtexture and point it downwards. Better yet decompile the second valve SP map and steal they're one. Looks like a gel sprayer thingy just below the skybox.Nice thank you... I'll check it out right away!
Nice thank you... I'll check it out right away!
Quote from Rubrica on October 19, 2011, 5:50 pmActually, the way vVave maps do it is by using a light_environment; look them up on the VDC or find my tutorial thread (it should be buried somewhere around here, I might find it for you in a minute).
Actually, the way vVave maps do it is by using a light_environment; look them up on the VDC or find my tutorial thread (it should be buried somewhere around here, I might find it for you in a minute).
Quote from beecake on October 19, 2011, 6:01 pmRubrica wrote:Actually, the way vVave maps do it is by using a light_environment; look them up on the VDC or find my tutorial thread (it should be buried somewhere around here, I might find it for you in a minute).It would help me alot!
It would help me alot!
Quote from iWork925 on October 19, 2011, 6:08 pmRubrica wrote:Actually, the way vVave maps do it is by using a light_environment; look them up on the VDC or find my tutorial thread (it should be buried somewhere around here, I might find it for you in a minute).Um, no. If you ACTUALLY look (and by actually I mean ACTUALLY!) at an early Valve map. They use projected texture as well as the light_environment. The projectedtexture casts those hard raytraced shadows which live update. Looks awesome.
You wont achieve much with just a light_environment.
Um, no. If you ACTUALLY look (and by actually I mean ACTUALLY!) at an early Valve map. They use projected texture as well as the light_environment. The projectedtexture casts those hard raytraced shadows which live update. Looks awesome.
You wont achieve much with just a light_environment.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from spongylover123 on October 19, 2011, 6:31 pmActually, in some of their maps, they use both a light environment and a sun, though some don't depends on the map and the mapper
Actually, in some of their maps, they use both a light environment and a sun, though some don't depends on the map and the mapper
Quote from beecake on October 19, 2011, 6:34 pmspongylover123 wrote:Actually, in some of their maps, they use both a light environment and a sun, though some don't depends on the map and the mapperInstead of discussing what Valve are using, could you then tell me how to make the sun effect? I think its very cool but i remake it! Please.
Instead of discussing what Valve are using, could you then tell me how to make the sun effect? I think its very cool but i remake it! Please.