Kamikazi! Posted November 19, 2004 Report Posted November 19, 2004 -bounce # goes in the extra parm's box when you compile. Higher the # more bounce = brighter shadows.
zaphod Posted November 19, 2004 Report Posted November 19, 2004 ohshi, vampire has a hacked version of vrad that calculates shadows from models per polygon, whereas valve's only calculates lightmaps based off the model's collision geometry.
st0lve Posted November 19, 2004 Report Posted November 19, 2004 Its already a prop_static.. Im getting crazy, i added a huge part of the map, but it doesnt update..You got to move it from Steam SDK into your Halflife2\CSS folder. The SDK is wacky atm
Tisky Posted November 19, 2004 Author Report Posted November 19, 2004 I got it to work, if i reomved "write to disk" protection on the valve folder before each build.. i know sucky english. hehe. still its fun.. i kinda like this light colour, feels "matrix"ish hehe.. gonna try that bounce thing later.. playin poker with friends right now , thx
Minos Posted November 19, 2004 Report Posted November 19, 2004 ohshi, vampire has a hacked version of vrad that calculates shadows from models per polygon, whereas valve's only calculates lightmaps based off the model's collision geometry. doesnt that cost too much ?
Tisky Posted November 20, 2004 Author Report Posted November 20, 2004 ** Executing... ** Command: C:\Program\Valve\Steam\SteamApps\tiskaite\sourcesdk\bin\vrad.exe ** Parameters: -bounce 60 c:\program\valve\steam\STEAMA~1\tiskaite\HALF-L~1\hl2\maps\third Valve Software - vrad.exe (Nov 4 2004) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program\valve\steam\steama~1\tiskaite\half-l~1\hl2\maps\third.bsp No vis information, direct lighting only. 158 faces 10304 square feet [1483825.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0011 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done Ready to Finish 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Is this right, because i still dont get any shadows.. i just wonder if i made anything wrong ..
FrieChamp Posted November 20, 2004 Report Posted November 20, 2004 is that all? I agree with Nexus on this one, the map definately needs more crates!!!
Nazul Posted November 20, 2004 Report Posted November 20, 2004 i find hl2 mapping damn hard , it just doesn't feel the same way , or that's just me
Tisky Posted November 20, 2004 Author Report Posted November 20, 2004 No that aint all, im just tryin to get the -bounce to work proper so the light in the roof gives away shadows
Rovient Posted November 20, 2004 Report Posted November 20, 2004 I'm guessing the prop_static is not projecting shadows because a tick box has not been 'ticked' in it's properties. Right click and try that. If not, we'll keep on thinking.
curman Posted November 20, 2004 Report Posted November 20, 2004 Make it look like that bathroom scene from the movie 'Saw'
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