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Topic: how do I get nice shadow's for trees?? |
| prancer_nl |
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General Member Since: Jul 29, 2004 Posts: 59 Last: Jul 8, 2005 [view latest posts] |
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| Dragon |
General Member Since: Aug 2, 2004 Posts: 413 Last: May 29, 2009 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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| ShosMeister |
General Member Since: Feb 17, 2004 Posts: 179 Last: Jun 13, 2005 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Jan. 26, 2005 03:13 am |
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fast vis and fast flare is just that...fast...not the best
the options are explained (those are all for flare) and you add them in place of "-fast"
for example...you can remove "-fast" in your (flare) .bat and replace it with "-ExtraDiffuseSun -ModelShadow -ModelAlphaShadow -SunDiffuseSamples 10"
this will do a 10 pass flare (best) with the most realistic possible lighting (ambient and direct) with shadows being cast by models (trees, etc) and alpha textures (chain link fences, etc) |
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| ShosMeister |
General Member Since: Feb 17, 2004 Posts: 179 Last: Jun 13, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Jan. 27, 2005 04:07 pm |
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StrYdeR writes...Quote:
| fast vis and fast flare is just that...fast...not the best
the options are explained (those are all for flare) and you add them in place of "-fast" |
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Code:
| -MaxBrushes Maximum number of brushes to use during bsp solid check |
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You know I respect your knowledge and your ability to explain things to the rest of us, but if this is your idea of "the options are explained", then you must be having a bad day. When I suggested an english version what I was looking for was somethin like:
Code:
| -MaxBrushes Maximum number of brushes to use during bsp solid check. The higher the number the better the look of the map????? or whatever |
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What's the default for the sundiffusesamples? Is lower better? Is there a max? So should we use that for our "final" compile of a map?
Thanks!!! |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Friday, Jan. 28, 2005 02:08 am |
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what i posted was quoted from the compiling readme that came with coduo (which noone ever seems to read)
most of the options you do not need to concern yourself with, as they are usually tied to other options anyways (when you run fast it runs a certain grouping of settings)
the sundiffuse is user settable, and basically should be set to max (10) for your final compile...i wouldnt recommend doing less than 2 ever
be aware that the higher the number = better / more realistic lighting = longer time to complete the compile |
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| ShosMeister |
General Member Since: Feb 17, 2004 Posts: 179 Last: Jun 13, 2005 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Friday, Jan. 28, 2005 03:20 am |
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i *believe* (but dont know for sure) that "-fast" sets it to 2...
as stated in the readme...fast runs a set of presets, and is what (i would assume) the devlopers used for testing purposes
the closer you get to a final compile, the more control you are going to want to have over certain things
if you are interested, add the "-v" to your compile, and the log will be highly detailed, explaining what is set where and what exactly it is doing
the "-v" stands for verbose |
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| superwoman |
General Member Since: Oct 19, 2004 Posts: 299 Last: Feb 13, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Friday, Jan. 28, 2005 05:16 am |
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im haveing bit of trouble understanding this i get soem odd shadows here is my .bat file
c:
cd \program files\call of duty\tools\bin
q3map -basedir "call of duty" ..\..\main\maps\mp\mp_anzio_beta.map
pause
q3map -vis -fast -basedir "call of duty" ..\..\main\maps\mp\mp_anzio_beta.map
pause
flare -extra -sundiffusesamples 10 -dumpoptions ..\..\main\maps\mp\mp_anzio_beta.map
pause
now is this considerd a full compile? cuz even with this done i still get odd shadows (image below)
thank you
super
p.s. im now trying to finialize my map with outdoor portals and vc log and good worldspawn settings and cant get this wrong as with my old pc it will take many-many-many hours to compile |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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