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[Solved] Func_detail's ugly shadows

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Hello everyone.
I faced with the following problem, when i make world brushes as a func_detail the ugly shadows appear. Here is the example:
Result of compiling with a world brushes:
Image
Result of compiling with a func_detail:
Image

The questions: What can i do with that? And what could i do wrong so this shadows appear from nowhere and look like $h!t ?

Explanation is: both kind of brushes are not treated the same by VRAD in compile. You can tie those brushes to a func_brush instead of a detail, and then set to NO the "Disable Shadows" and maybe "Disable Receiving Shadows" properties.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

With func_brushes it looks better than with func_detail, but this time all shadows almost gone (even with enabled shadows in propetries.
Example:
Image

All map will be have the same structure
Image
So i'm not sure is it a good idea to tie world brushes to a func_brushes? Because in this way i should tie almost all map :-? (on the picture above is only 1/5 (or even smaller)part of the map)

In order to add shadowing use then an env_projectedtexture and try the func_detail again. Playing with the angle of it you can get good shadows from those brushes... You can also try the func_brush, and then set to NO the "Disable ShadowDepth" and "Disable flashlight" properties. Also check out the choices for "Projected Texture Cache"

It wasn't clear enough to me if you wanted shadows or not... :)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

I totally disagree with you here; I think it looks much better with the func_details with shadows. It gives much better depth perception.

If you don't want them to be world geometry because of the compile time you could choose to use a func_viscluster; that should keep the compile time low.

I need shadows but i need it to look not like blocks floating above the ground. I thought that the first one is fine, but it's a world brushes and compiling with it will take an endless time. (Checked due my curiosity: 8 hours are not enough to complete compiling even at 30%)

this is how look func_detail with env_projectedtexture:
Image

With a natural shadows the func_details became more pretty-looking :) (even that things that i don't like are still here) I just have to accept this fact and move on. Now with env_projectedtexture there is a much more work to do. Thanks you for advices and for spending your time.

Where did Aperture get end-stone?

Falsi sumus crusto!
FelixGriffin wrote:
Where did Aperture get end-stone?

They probably got the biggest establishment on Earth, they successfully put a woman into a computer, they are compressing sunlight into solid bridges and they are the leaders in portal technology. Do you think getting some endstone would be too hard for them? :D

- Science isn't about why, it's about why not!

Probably, I mean, they don't seem to have any weapons. How would they defeat the Dragon?

Falsi sumus crusto!

They might just put a lot of turrets in a line and prayed that the dragon is stupid enough to stay in front of them. Or they just made him look in the operational end of the device. Or.. wait for it... flaming lemons!
Actually.. This is] what the writer of Half Life wrote on the subject of the Combine and Aperture:
Sorry, can't comments on unreleased story elements. I can only say they tried to get in.
That means they couldn't. Right? And they have conquered a whole universe, so they aren't just messing around :P

- Science isn't about why, it's about why not!
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