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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: shadow problems - copied from cod forum
|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Monday, Aug. 6, 2007 11:41 am
i don't know if i'm using it correctly or not. all the brushes textured with common/shadow don't have any shadows surrounding them. I've tried covering script_brushmodels with them and even tried making a shadowcaster brush a script_brushmodel itself.

Everything else is casting sharp shadows correctly

textures/common/caulk
{
surfaceparm nodraw
surfaceparm castshadow
surfaceparm nomarks
}

textures/common/shadow
{
surfaceparm nodraw
surfaceparm castshadow
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}

caulk and shadow are near enough identical, so how common/shadow supposed to cast shadows when caulk doesn't?
----
tried placing it on a script_brushmodel but it didn't show

bsp -v -fulldetail -samplesize 4
flare -modelshadow -modelalphashadow (tried without alpha too) -sundiffusesamples -4

"classname" "worldspawn"
"spawnflags" "1"
"ambient" ".05"
"suncolor" "1.1 1.1 1.0"
"sunlight" "1.5"
"sundiffusecolor" ".10 .10 .10"
"diffusefraction" ".01"
"sundirection" "-40 0 0"
"_color" ".25 .25 .25"

all normal brushes have very sharp and dark shadows - they have the same dimensions of the shadow textured brushes and some are touching them, but still, no shadows from the shadow brushes. Compiling and flare folders are clean aside from the test maps pk3 which contains no mods

----
for the above i'm not really expecting an answer, but will someone please tell me if their caulk brushes cast a shadow and if their common/shadow works
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
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Level 6
Category: CoDUO Mapping
Posted: Monday, Aug. 6, 2007 12:45 pm
Got any screen shots to show how you are using the shadow texture?
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Welshy
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Since: Feb 16, 2007
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Category: CoDUO Mapping
Posted: Monday, Aug. 6, 2007 01:01 pm
I don't think caulk covered brushes show shadowing do they?








edited on Aug. 6, 2007 09:06 am by addrake
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Monday, Aug. 6, 2007 03:27 pm
well i've tried putting shadow brushes on their own, and over scriptbrushmodels. Even looked at dawnville to check. Nothing's working.

I don't think caulk is supposed to cast a shadow either, and covering a brush or intersecting a brush with caulk creates transparent holes. Caulk has the surfaceparm for shadows though - so either both caulk and shadow must cast a shadow, or if caulk isn't meant to cast a shadow then common/shadow shouldn't. Unless theres something in the dlls for the shadow shader i can't see any significant difference between caulk and shadow


i've been using a workaround by using a custom shader that i can change from opaque to transparent, but for this map it's very hard to place a brush with this shader without creating the "caulk holes" when i make it transparent


edited on Aug. 6, 2007 11:32 am by |DA|DarkDilbert
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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
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Category: CoDUO Mapping
Posted: Monday, Aug. 6, 2007 03:36 pm
caulk is the construction geometry that does not get drawn.

shadow is a texture to create a shadow .. eg if i cut a hole in the wall and then cover it with a brushmodel (exploder for instance)...when i compile the lighting, the hole that i cut in the wall would let the light through since brushmodels do not create shadows. for this reason i would add a brush of shadowcast over the hole in my wall to keep the calculated shadow consistent...the drawback is that after the hole is blown in the wall - the shadow would still remain

[angryalien]
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Monday, Aug. 6, 2007 04:56 pm
i tried putting it in various arches, wall holes and over brushmodels, but it doesn't work. Caulk and shadow have the same surfaceparms aside from nonsolid and transparent, and they're insignificant so i can't see why common/shadow is meant to cast a shadow, while caulk isn't (with and without modelalphashadow in the flare compile process.)
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Tuesday, Aug. 7, 2007 04:12 pm
could some people make a quick map to test whether or not caulk and shadowcast make shadows please?
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
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Level 6
Category: CoDUO Mapping
Posted: Tuesday, Aug. 7, 2007 06:50 pm


Download zipped files here:

http://www.bigupload.com/code.php?code=9228DB14
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoDUO Mapping
Posted: Tuesday, Aug. 7, 2007 07:42 pm
thanks pcinvasion, those files were handy. Your bsp shows all the shadows, but when i compile it only the middle pillar, the surrounding walls and the truck cast shadows.

do your caulk brushes cast shadows too at all?

i can't think what could be causing mine not to work. coduomaker is just a frontend for q3map isn't it? it doesn't use a different q3map does it?

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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Category: CoDUO Mapping
Posted: Tuesday, Aug. 7, 2007 11:27 pm
post your compile log

[angryalien]
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