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Shadows on textures

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Cubes and spheres that I use in my map cast shadows on world brush faces but not on func_brush faces. Is it possible? I have a couple of arms that are going in the floor and are supposed to melt in with the rest of the floor. It's kind of weird when a cube cast a shadow and then suddenly the shadow is clipped. Thanks in advance!

Maybe you get an better result with an env_projected_texture,

Isn't that the real time lighting? Sorry, I'm still pretty new to Hammer. Isn't there another way that doesn't cost as much hardware resources?

Konke wrote:
Isn't that the real time lighting? Sorry, I'm still pretty new to Hammer. Isn't there another way that doesn't cost as much hardware resources?

An env_projected_texture is what is used in most maps. It is in no way the real-time lighting. It projects a texture (hence the name) on ALL faces in the form of a shadow, which will mimic how a real-life shadow would look.

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That's what I meant with the real time lighting. Sorry, maybe I'm using the wrong terminology, but what's real time lighting then?

In any case, if I'm not mistaken: the env_projectedtexture is very expensive, no? That's why I've been trying not to use it in my map. Besides, I'd have to use two of the env_projectedtexture entities since I've got the shadow issue in two separate places, and as far as I'm concerned I'm only limited to one env_projected texture.

Please correct me if I'm wrong! If this is the case - is there another solution that is cheaper? And thanks for the answers so far!

I wouldn't consider env_projectedtexture 'expensive' as its only projecting a texture, not casting rays. You are limited to one, at a time; but you can have as many in a map as you want. Just activate and deactivate them as the player progresses through the map with triggers and the like.

This is the only approximation to 'real time' lighting in Source. It is used heavily in Valve's Portal 2 maps, so I wouldn't worry to much about the cost of it.

Image
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."

There's also light_dynamic, which I believe is even more expensive and doesn't use the projected-texture effect (it's effectively the precursor to projected-texture lighting).

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I'm trying to get env_projectedtexture to work but it doesn't on my map. I've checked out TopHattWaffles tutorial and read on the developer pages, without success. I'm pretty sure I don't have another env_projectedtexture in my map since I haven't added one, not actively anyway. Is there anything else that can block the projected texture entity from working?

A wrong texture name could be a problem.

Skotty wrote:
A wrong texture name could be a problem.

What do you mean?

I've also tried to directly copy already working env_projectedtexture from another map to mine but it didn't work so there's something wrong with my map.

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