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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Grass model lighting problem
Tinkerton
General Member
Since: Mar 3, 2014
Posts: 5
Last: Apr 5, 2014
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Sunday, Mar. 9, 2014 07:00 am
Hi guys.
So I'm putting finishing touches on a map and I noticed that the grass models in cod2 seem to have some problems lighting up.
The grass seems to "take" shadows and sunlight (or in this case moonlight) without any problems, but static lights don't illuminate the models.

The following screenshots have been taken on extra, modelshadow settings with cod2 graphics maxed out and the lightgrid has been made.
Rather than spamming up the post with relatively big images, I'll link to them with URLs.

This works:
Detailed shadow coming from the arch works fine
Shadows and sunlight work well

This doesn't:
Moonlit grass under an orange light
There'd be shadow here if it wasn't lit
Also a shadowy area with a static light

Another thing that might be worth mentioning is that the lamp models have the noshadow flag on.

The models used are:
brush_shortnewgrass_squareclump
brush_newgrass_squareclump

So I wanna know if it's just "the way it has to be", or if there are any tweaks/fixes I could try to make it work.

edited on Mar. 9, 2014 07:01 am by Tinkerton

edited on Mar. 9, 2014 07:03 am by Tinkerton
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Tinkerton
General Member
Since: Mar 3, 2014
Posts: 5
Last: Apr 5, 2014
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Monday, Mar. 10, 2014 07:36 pm
So after a lot of experimenting and tweaking around, I managed to solve my problem. It seems that the static lights don't illuminate the grass models directly, but only through radiosity bounces.
This means that the models need to be either placed close to walls, so the light bounces at them, or...

...by raising the bouncefraction compile option (in this case, from the default 0.6 to 0.7). This helped light up any dark models, but also washed out the general ambient of the map, so it takes a bit of tweaking to find the right balance.

Thread solved. [biggrin]
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