Settings for sharp light?

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jv_map
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Post by jv_map »

Does the shader for the palm tree have the alphashadow keyword?
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Bjarne BZR
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Post by Bjarne BZR »

No, it looks like this ( in trees.shader ):

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regpalmsprite // Sprite version
{
	qer_editorimage textures/models/natural/regpalmsprite.tga
	qer_trans .25
	nomipmaps
	deformVertexes autoSprite2
	cull none
	{
		clampmap textures/models/natural/regpalmsprite.tga
		depthWrite
		alphaFunc GE128
		alphaGen oneMinusDistFade 1216 512
		rgbGen lightingGrid
	}
}
But i dont think the palms are my main problem... can I make script_objects cast shadows in the LIGHT compile?... Thats what I really want to know...
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Bjarne BZR
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Post by Bjarne BZR »

I do believe I cracked it.

The evil models does indeed cast the correct shadows I you face that strange plane 90 degrees away from the sun:
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And to my surprice it worked flawlesly to duplicate the bridge and give the duplicate the common/caulkshadow texture, and then place the duplicate exactly on the same spot at the original script_object:
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:D
Just hope the shadow brushes does not get compiled into the bsp and affect the polygon count... :evil:
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wacko
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Post by wacko »

isn't this bridge from "the_canal" by flying_sheep?
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Post by Bjarne BZR »

Why yes it is!
The insane, eye rolling, puppet wins a price :)

I've been in contact with Flying Sheep since The Canal DM came out trying to get them to do an objective or if not let me do it for them. A while ago Draska asked me if I would complete it for them. He had started but lost interest because of The Opera I guess.

So far I've increased the FPS with 30%, re-scripted it, fixed some minor bugs, objectified it, fixed some shadowing issues ( as seen above ) and tuned it up in general in every way I can.

So expect the best MOH:AA map of all times in an objective version very soon. The ( hopefully ) final compile is at ~50% of the LIGHT compile while I write this. I expect it to be done by noon tomorrow.

Oh, I forgot the most important improvement: The piano in "Le Chuck's inn" can now be played. :roll:
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wacko
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Post by wacko »

hey, this is great news. :D
in fact, i didn't want to offend u or tell u ur stealing bridges :wink: but remembered the map and just wanted to know what's happening with it after such a long time. 8-)

it would be best news for the insane puppet if u'd do a so improved DM version as well, because it (the puppet) is only playing in LAN with max 4 ppl (rather 1vs1) and obj isn't much fun there :cry:
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Post by Bjarne BZR »

Wacko wrote:it would be best news for the insane puppet if u'd do a so improved DM version as well, because it (the puppet) is only playing in LAN with max 4 ppl (rather 1vs1) and obj isn't much fun there :cry:
Guess who wrote this tutorial? :twisted:
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wacko
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Post by wacko »

yes, yes, yes!!!
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Post by rOger »

common/caulkshadow is solid, so the bridge will still be there after is does what it's scripted to do. But if this is explode and end the game it will not matter i guess. In any case you can easily do a non solid caulkshadow if it does matter.
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Post by Bjarne BZR »

rOger wrote:common/caulkshadow is solid
Well, as the map ends when the bomb blows, it does not matter... but you probably saved me from an unpleasant surprice sometime in the future :)
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