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Shadows from Alpha textures in Source?

  • robert.briscoe
  • April 6, 2008 at 3:00 PM
  • robert.briscoe
    • April 6, 2008 at 3:00 PM
    • #1

    Hey guys,

    I've beeen playing witht he ep2 engine recently and am trying to get alpha textures working. So far I added the following to the $light compile parameter

    Code:

    -final -staticproppolys -staticproplighting -textureshadows

    Seems to activate per vertex lighting and shadows etc but for some reason it does not like my alpha texture and just casts a shadow for the whole polygon instead!

    Anyone had this problem before or know where im going wrong?

  • hessi
    • April 6, 2008 at 4:50 PM
    • #2

    you have been valved!

    :megaman:

    topic: this is as intended from valve. there is no raytrace shadowing going on through alpha textures. the compiler doesnt know about transparency and shit.

    maybe this tutorial will help: http://thomashess.net/exchange/tutorial ... hadows.pdf

  • robert.briscoe
    • April 6, 2008 at 5:13 PM
    • #3

    Actually there is raytracing through alpha take a look at the image below. When I compile lighting with an episode 2 prop in there, VRAD displays the messege:

    Code
    Loaded alpha texture materials\models\props_foliage\arbre01.vtf

    and as you can see you get lovely alpha shadows.

    The problem Im having now is figuring out what the hell I have to do to get it working with my props/textures...

  • dux
    • April 6, 2008 at 5:30 PM
    • #4

    Hessi down.

    Images

    • lighttest0005.webp
      • 28.46 kB
      • 500 × 580
  • robert.briscoe
    • April 6, 2008 at 5:51 PM
    • #5

    Woot! as I suspected i needed to add something to lights.rad:

    Code
    forcetextureshadow props_foliage/tree_dead01.mdl

    This forces VRAD to use alpha in shadow calculations.

    Success!

  • Sentura
    • April 6, 2008 at 6:08 PM
    • #6

    props to you for figuring this out, someone sticky this thread.

    Images

    • dog.webp
      • 144.7 kB
      • 1,365 × 2,048
    • Joash1.webp
      • 230.26 kB
      • 1,365 × 2,048
    • Joash2.webp
      • 91.73 kB
      • 1,225 × 2,048
  • skdr
    • April 6, 2008 at 8:47 PM
    • #7

    Good work. That looks very cool but looks like it's going to hurt compile times

  • Minos
    • April 7, 2008 at 5:11 PM
    • #8

    What lightmap scale are you using? Looks pretty detailed for the standard one.

  • Defrag
    • April 10, 2008 at 9:44 PM
    • #9

    cool

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