1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

UE 3 Rookie dynamic shadows question

  • Serenius
  • December 31, 2009 at 6:52 AM
  • Serenius
    • December 31, 2009 at 6:52 AM
    • #1

    I have a spotlight casting onto a a set of doors (Movers). The floor is made of a series of static meshes. The only light that should be shining into the hallway pictured below should be a small sliver since the doors are ajar. Instead I get that.

    The shadows continue coming out wrong even after trying several of the suggestions listed on the Epic forums and I'm a bit stumped at this point. Anyone here know how to fix this?

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/ShadowIssue.jpg]

    Light settings:

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/LightSettings.jpg]

    Floor mesh settings:

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Floormeshsettings.jpg]

    Mover settings:

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Moversettings.jpg]

  • KungFuSquirrel
    • December 31, 2009 at 11:48 PM
    • #2

    Don't feel like you have to label this a "rookie" question, lighting channels are finicky.

    First, let me give a disclaimer that it's been a while since I've messed with this...

    The first thing I'd look at is bForceDirectLightMap on the floor mesh - turn that off. Also add the CompositeDynamic channel to that mesh, since you're using that on the other objects. I'm blanking on whether or not you need to disable bUsePrecomputedShadow, but keep that in mind as an option too.

    If that doesn't work, you might try ditching the CompositeDynamic channel and shadows and using regular Dynamic instead, again making sure that the light casts in the Dynamic channel and all objects are set to accept it.

    I hope that'll help you. I'm pretty sure that should do it, but like I said it's been a while since I had to fiddle with this... so my apologies if I'm incorrect.

  • Serenius
    • January 13, 2010 at 10:18 PM
    • #3

    Thanks for the info, KungFu. I've been playing around with it using your suggestions, but it still appears to be doing it's own thing. Using dynamic shadows just shows these crappy box shadows around the base of the doors. Once I get a chance, I'll post some screenshots of what it's doing. I'm starting to think the GoW version of the Unreal 3 engine might not support dynamic shadows.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™