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Strange lod terrain with shadows
Posted: Sun Sep 05, 2004 8:03 pm
by Stratocaster
What do you think of that?

Final
Posted: Sun Sep 05, 2004 9:16 pm
by tltrude
Try compiling with "-final" option for the light compile.
Posted: Sun Sep 05, 2004 9:36 pm
by Stratocaster
Ok I will try that I hope it doesn't take too long

time
Posted: Sun Sep 05, 2004 9:48 pm
by tltrude
It does take more time, but if the bad shadows go away, it will be worth it.
Posted: Mon Sep 06, 2004 8:06 am
by Shuriken1
Yeah, I've had that before. It just where it screws up the lighting between the above-ground vertices and the underground ones. As trude says, a -final will probably get rid of it. However, I managed to get rid of it a different way. When I remember I'll let you know.

Posted: Mon Sep 06, 2004 2:35 pm
by panTera
A final light compile can't hurt to try but I'm almost certain that it won't remove those shadows. You see the lighting is calculated when the LOD patches are in a certain stage/shape. When you're in-game and you walk backwards so the distance to the patches increases, the Level of detail gets less and the patches are deformed thus revealing the shadows underneath.
As far as I know there are two things you could try:
1) Add the -nopatchshadows parameter to the Mohlight stage,
If it still doesn't look right also give -nopatchlight a try, but this probably makes it more ugly.
(-nopatchshadows: terrain patches don't cast shadows)
(-nopatchlight : don't light terrain patches)
2) The second thing you could try requires makeing a new shader for the snowtexture(s). You don't need to include the snowtexture(s) as new textures, just be sure to use a new name for it in your shader to avoid conflicts.
textures/yourshadername(!)/newtexturename(!)
{
surfaceparm snow
surfaceparm trans //light will shine through so it won't cast shadow
{
map textures/central_europe_winter/snow_bumpy_brd1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
Posted: Mon Sep 06, 2004 10:19 pm
by Stratocaster
Did not work properly with final lighting compile. I will try what Pantera said see if it works

Posted: Mon Sep 06, 2004 11:00 pm
by Balr14
Remove the lightmap parm from the shader.
Posted: Tue Sep 07, 2004 10:29 am
by Shuriken1
Oh, I've just remembered, I selected the LOD and brought up a box, the name of which I can't remember and theres an option on there called Max Detail, that stops it deforming like panTera said and should stop those shadows appearing.
As for the name of the box or how to get to it, I can't remember, it doesn't seem to be on the Radiant Command List, all I can say was that it was a small box with 6 check boxes in it and it was only for LOD, sorry thats so vague.
Posted: Tue Sep 07, 2004 10:44 am
by bdbodger
Those are LOD terrain right not patches? Are they part of the terrain or a separete LOD terrain?
Posted: Tue Sep 07, 2004 1:30 pm
by Stratocaster
Yes those two pieces of snow are lod terrain, not patches.
They are not part of the terrain. I will also try checking the max detail box on properties window.
Posted: Tue Sep 07, 2004 2:41 pm
by Ezykeyal
It looks like it shows the black and white shader as if an image was'nt found...try a common texture and see what happends.
Posted: Tue Sep 07, 2004 5:58 pm
by Stratocaster
The texture is snow_bumpy like the rest of the ground. To me it looks more like a shadow but I will try the solutions you guys gave me.