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Sunlight and Structures

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It works for me. Perhaps try disabling shadows? I used a prop_static, btw, I assume you've done the same?

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Rubrica wrote:
It works for me. Perhaps try disabling shadows? I used a prop_static, btw, I assume you've done the same?

Yeah, they are static props. Got the sunlight to shine through, but it doesn't recognise the metal squares to be rendered in the sunlight shadow on the floor?

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

I never noticed, but they don't on mine either. Try lowering the sun spread angle in the light_environment's properties.

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Does the light_environment cast shadows from/on static props as well as world geometry? Because I know an env_projectedtexture works

My Maps:
[spoiler][SP] Alternate[/spoiler]
WinstonSmith wrote:
Again, I'm curious as to your reason for posting the "boring" emote 1) in response to a genuine display of gratitude and 2) in response to me asking the first time.

Sorry, I know I am not supposed to mess with the mods, but that was too funny. The first emote post was because the display of arrogance was too much for me too handle.

Vordwann wrote:
Does the light_environment cast shadows from/on static props as well as world geometry? Because I know an env_projectedtexture works

Can't you use both?

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"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."

To render the shadows of prop_statics like their visual structure is, you need to switch to expert mode in the compiler. Now you have to add some lines in your VRAD setting:
-textureshadows -StaticPropLighting -StaticPropPolys
Textureshadows ->models with textures using alpha channels like fences with metal grid textures will render depending where a translucent part is and where not.
-StaticPropLighting -> Static props will force to render shadows depending to their visual appearence (per Polygon). If you don't use it, it will use the physbox.
-StaticPropPolys -> Static props won't have a constant lighting. Now every polygon will have it's own lighting. This included self shadowing of prop_statics.

Be careful.Now it will create shadows depending where the polygons are. It doesn't check if the texture is translucent or not, so if you use the glass models of the vactubes, they will cast a shadow too!

which is why you just disable shadows on those glass models.

My Maps:
[spoiler][SP] Alternate[/spoiler]

Exactly. And env_projectedtexture just casts shadows through non translucent surfaces.

Thanks you guys. I'm trying to learn new stuff and you are making it so much easier for me. =]

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

So skotty, as long as you disable shadows on the glass tubes, you would say that the light_environment is the way to go for destroyed chambers with those cool shadows of junk on the floor?

My Maps:
[spoiler][SP] Alternate[/spoiler]
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