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shaders and cast shadows...


Paladin Musashi

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Ok, so now that I can successfully get my custom textures into the game, I have a new problem. I've got these light beams coming from a set of windows, but the problem is that the beams cast a shadow from the main light source... Now I don't know, but last time I checked beams of light don't cast shadows ;)

 

Question is, how can I set it up so that my light beams don't interfere with the main light source and cast a shadow?

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did you use a shaped brush for the beam? apply no draw to the faces of these brushes that don't have the beam texture on it. btw what texture did you use for the beam part?

 

4.8.10 nodlight

Read as "No Dee Light". A texture containing this parameter will not be affected or lit by dynamic lights, such as weapon effects. And example in Quake III Arena would be solid lava.

 

4.8.15 nolightmap

This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not require the addition of an rgbGen identity keyword in that stage.

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Better soultion : Dont use brushes for the lightbeams at all. Use Patchmeshes! Unless you specifically tell the engine to do it, the lighting engine doesn't use them when it calculates lighting - so it's as if they arent even there! And, since you can do columns and square columns with it, you get the same effect.

 

Have fun!

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