Bush textures overbright, Patchmesh Ghost shadow!?

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Cpt_Pennybags
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Bush textures overbright, Patchmesh Ghost shadow!?

Post by Cpt_Pennybags »

I am having a few problems I can't figure out...
In this first picture, there are these strange shadows that keep showing up on the patchmesh on the side of the road (bottom part of road in picture) I have moved the sun all around the sky and there is nothing there creating the shadow. I can't figure it out.

http://www.n2ostudios.com/cptpennybags/shot0045.jpg

In these next two pictures there are two bushes: a static bush and a bush texture. The problem is that they are wayy too bright! It seems they do not have any effect with the lighting.

http://www.n2ostudios.com/cptpennybags/shot0046.jpg
http://www.n2ostudios.com/cptpennybags/shot0048.jpg

If anyone could help me out, I would appreciate it.
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seere
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Post by seere »

It seems to me your 1st image (strange shadows) is caused by patch mesh/regular brush (your road) overlapping your terrain.
Is there much terrain under your road? if the answer is yes then you need to edit the facets of the terrain.
This is done by pressing Shift F, this will bring up another little box...from there you should Ctrl shift left mouse button and select as much terrain triangles as you can that cannot be seen when your road is in place.
After doing this then tick the box "delete at max detail" then your done.
To see what terrain you have removed you should go to Lod terrain ---> color surface flags.

As for your other questions I think the texture was just made that way (too bright IMO)
Seere.
Cpt_Pennybags
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Post by Cpt_Pennybags »

Thanks for the response seere, but I have already deleted the facets underneath it. :wink:
I have tried extending the road brush and making it structural and changing the sky textures to see if the light from them was effecting it all to no avail.


I think there is something wrong with the shader file for the bush textures. I think that is the only way they would never react to light when compiled. I am not sure what it is though. What could cause this?
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panTera
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Post by panTera »

This one doesn't have a $lightmap stage in its shader:->
central_europe_winter/snowcoveredtreesnor1 (I think it was done to make sure the texture(s) would appear snowy white?)

Use these instead:
central_europe_winter/snowcoveredtrees_noholes
central_europe_winter/snowcoveredtrees

As for the black spots, check the skybox for gaps (which I'm sure you have done) and also make sure the sky texture is properly loaded on all of your sky surfaces (check the SurfaceInspector to see if the sky-flag is set). However this does not seem to be the problem since you already tested different skytextures.
I think the last option would be to edit that lod-patch, move it left or right a bit, re-texture it or even take it out and put it in a testmap to see what happens there.
Cpt_Pennybags
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Post by Cpt_Pennybags »

Ok, It seems I fixed both problems. The ghost shadows I could not figure out what they were so I redid all the patch mesh with that.

The Bushes had something wrong with the shader file. It seems they are working ocrrectly with the lighting.


One last thing...I think... that I think storm or balr or someone from HITP could answer...

How do you get rid of the shadows caused by the patch mesh?

e.g. -> http://www.n2ostudios.com/cptpennybags/shot0052.jpg
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tltrude
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final

Post by tltrude »

I have found that doing a "final" light compile, will make most of those edge shadows will go away.
Tom Trude,

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wacko
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Post by wacko »

Like Pantera wrote in another thread, u could take the shader of ur snow texture out of pak0, make ur own custom shader using the same image but adding a 'surfaceparm trans'. This way the patch meshes wouldn't cast any shadow and these dark spots ought to be gone. and the places where I saw that texture in ur map wouldn't need these meshes to cast shadows.
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