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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Casting Shadows
necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Wednesday, Jun. 23, 2010 09:03 am
I would like a little help with casting shadows. For example if I use the xmodel/longdiningtable and place a light above I find that I have light directly underneath the table. In reality there should be a shadow. I have tried the shadowcast and occulder textures to skin the xmodel but still no shaddow beneath the table.
Another example is if I suspended the xmodel/light_ind_ceiling2on from a ceiling and introduce a light to flood an area directly below I would expect to see a shadow cast on the ceiling from the shade. Messing around with the above textures has failed to produce a shadow.
I have read the note posted by The_Caretaker on common textures and in it there is the statement "Casts shadow. Used to gives brushes like script_brushmodels a shadow, as they
do not make a shadow themself." I was wondering if this was the key to producing a shadow.
I have seen examples of shadows being cast in standard maps but so the technique for producing them has eluded me.
If anyone can enlighten me (pardon the pun) then I would be most grateful.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Wednesday, Jun. 23, 2010 11:53 am
Models will cast shadows unless they are script models. Are you doing the Flare portion of your compile?
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Wednesday, Jun. 23, 2010 01:17 pm
With your help it looks like the problem has been resolved. To sort it, in my CoDUOmaker under the Flare options I checked the ModelShadow box. After which (in the map) it was just a case of messing around with the light position and the light key sizes. Colour for ambience will come later.

Thanks Gomer for the nod in the right direction.
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