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sharp shadows in UrT

Posted: Sat Oct 08, 2011 8:54 am
by Rayne
Image

That's about as sharp as it can be.

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 9:57 am
by v3nd3tta
compile settings?
(I know lightmapsize 1024, super 8 should work best)
the pyramid seems a bit ugly tho, dunno

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 10:46 am
by Rayne
v3nd3tta wrote:compile settings?
(I know lightmapsize 1024, super 8 should work best)
the pyramid seems a bit ugly tho, dunno

You're right i fucked up the pyramid completely. just ignore it and focus your attention on the sphere and cylinder. They turned out the way i wanted.

Compile settings for light are :
-light -gamma 1 -compensate 0 -notrace -radbump -exposure 255

These are not external lightmaps.

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 12:21 pm
by ValkoVer
Hmhmhmumhm i tried this -notrace thingy and it looks like meta compile... (q3map2 manual says it prevent shadows from being calculated, so im not surprised at all).

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 12:34 pm
by Delirium
Screenies a bit dark but it looks nice. i never really thought that really fine shadows looked that nice. but they do in some cases

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 12:51 pm
by Rayne
@V3nd3tta, -notrace is essential for this method. I'll explain it later on when i compile a more complex scene whre we will see just what level of details in shadows can be expected.

@Del, personally i don't really like shadows this sharp. They remind me too much of Quake 4 shadows and lack that natural look. Scene is a bit dark, it was a quick test i did after an early morning conversation with Frankie. Had to test a technique we discussed and then i thought about adding some elements to it, like -notrace. Who knows maybe he uses it too, but he forgot to mention it.
BTW these shadows are in no way performance reducers, in fact they boost performance and speed up the compile process.

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 12:53 pm
by Delirium
Care to explain?

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 12:56 pm
by ValkoVer
I used -notrace and result was fullbright map... Anyway have You heard about -import/-export switch for lightmaps? I think its possible to export these lightmaps from bsp, light them up in image editing program, and then import back to bsp.

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 1:03 pm
by Rayne
ValkoVer wrote:I used -notrace and result was fullbright map... Anyway have You heard about -import/-export switch for lightmaps? I think its possible to export these lightmaps from bsp, light them up in image editing program, and then import back to bsp.

yeah i tried the export/import thing but external lightmaps don't show without a shader.
At least not for me.

Re: sharp shadows in UrT

Posted: Sat Oct 08, 2011 9:22 pm
by flajeen
ive read something on del's tutorial of worldspawn keys. gridsize key, check it out.