[Solved] Func_detail's ugly shadows

Quote from Timoteeei on April 1, 2013, 8:22 amHello 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:
Result of compiling with a func_detail: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 ?
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:
Result of compiling with a func_detail:
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 ?

Quote from josepezdj on April 1, 2013, 8:53 amExplanation 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.
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.

Quote from Timoteeei on April 1, 2013, 10:32 amWith func_brushes it looks better than with func_detail, but this time all shadows almost gone (even with enabled shadows in propetries.
Example:All map will be have the same structure
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)
With func_brushes it looks better than with func_detail, but this time all shadows almost gone (even with enabled shadows in propetries.
Example:
All map will be have the same structure
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)

Quote from josepezdj on April 1, 2013, 10:47 amIn 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...
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...
Quote from Lpfreaky90 on April 1, 2013, 10:47 amI 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 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.

Quote from Timoteeei on April 1, 2013, 2:20 pmI 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:
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.
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:
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.
Quote from FelixGriffin on April 1, 2013, 5:46 pmWhere did Aperture get end-stone?
Where did Aperture get end-stone?
Quote from lord_blex on April 1, 2013, 8:10 pmFelixGriffin 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?
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?
Quote from FelixGriffin on April 1, 2013, 10:15 pmProbably, I mean, they don't seem to have any weapons. How would they defeat the Dragon?
Probably, I mean, they don't seem to have any weapons. How would they defeat the Dragon?
Quote from lord_blex on April 1, 2013, 10:54 pmThey 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
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