Unwanted shadows/No shadows problem


(Grand Nagus) #1

Hello, all!

Here’s the problem I’m having, and I’ve compiled with two versions 2.3.3.8 and 2.5.2:


Shadow on the hillside but not on the ground… D’OH!


Black spot on the wall and on the floor.

What could be causing this? Both pics are composed of caulk brushes with a texture on the visible face; there’s no patch meshes, shaders or details in either scene, so I’m pretty much stumped. Here’s my lighting options…

-light -patchshadows -super 2 -filter -fast -approx 22

Huh… :banghead:

Plus, I have vertex shaded textures elsewhere in this map, so that’s why I have that ‘approx’ command in there (although I don’t fully understand what it does, besides smooth the seams between vertex shaded brushes). What exactly does that ‘approx’ switch and ‘rgbgen exactvertex’ shader command do, and how should they be properly used in order to make a nice, seamless transition between vertex-lit brushes? I’m just using the options I found in a sample compiler batch file, so it may be overkill or it might not be enough.

Also, I have 5 additional suns in the back courtyard and it’s using a separate skybox that uses the same shader as the skybox you see here (they’re in completely different VIS portals). But the additional suns carried over to the front skybox in my map… It’s not really a problem in this instance, as this lighting ‘accident’ looks pretty cool. But for future reference, how do I alleviate that problem?

Whew, I think that’s all I’m having issues with… Thanks in advance for the help!

Oh, and there are some hills and valleys created by dragging the vertices of triangular brushes (similar to what Gensurf would generate), but all vertices are at integer grid points in Radiant and the plugins find no problems with my map. If that info helps, anyways. :slight_smile:


(ydnar) #2

Do not use -approx. It only works if your map has no shaders or the engine has support for it, which EF doesn’t. :slight_smile:

Sun lights are global, not tied to particular areas.

y


(Grand Nagus) #3

Aah, that explains a lot. I was using it to smooth vertex shading, but I guess that’s not what it does. :smiley: Please forgive me for my ignorance…
But here’s my (wrong) compile options…

map: -meta
vis: -vis -saveprt
light: -light -patchshadows -super 2 -filter -fast -approx 22

What options and switches should I use to get the best vertex lighting for my vertex shaders and also the best lighting for the plain, old lightmapped textures?

Whoops, guess I’ll have to figure out another way to tweak the lighting in outdoor areas… Maybe creative use of spotlights? Oh well, I’ll figure out something. Thanks for the info and help, I really appreciate it!