I need help with shadows for models Created 6 years ago2018-03-09 01:10:27 UTC by Yu2673 Yu2673

Created 6 years ago2018-03-09 01:10:27 UTC by Yu2673 Yu2673

Posted 6 years ago2018-03-09 01:10:27 UTC Post #338975
Hi there.
Here is the model on a map:
User posted image
Here is how it looks when I'm rying to make its collider with NULL-texture:
User posted image
I like what shadow it casts, but I don't want it to affect the brightness of model. I've tried different ways and entities, but seems don't get how to make a proper shadow for the model.
Posted 6 years ago2018-03-09 02:17:21 UTC Post #338976
Also, can't find any fgd-file with zhlt_usemodel entity to try it out.
Posted 6 years ago2018-03-09 09:05:01 UTC Post #338978
This is exactly why I don't use models for large items in maps. Just small details and debris :rly:
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2018-03-09 09:33:45 UTC Post #338979
You need to recompile the model so it's origin point falls somewhere outside of the shadowed area. Assuming it's origin is dead center, it would be sampling it's lighting from the shaded ground below it.

To be honest, I think the lighting on the shadowed screenshot looks better anyway, it has more depth than the flat lit version. That model is simple enough that you could build it out of brushes and have perfect lighting all round, anyhoo.
Strider StriderTuned to a dead channel.
Posted 6 years ago2018-03-09 19:30:14 UTC Post #338982
Thanks, folks! I just realised how zhlt_copylight works and that is what I needed.
I also tried changing origin, that worked too, but in comparison just waste of time.
Again, thanks to everyone who tried to support!
Posted 6 years ago2018-03-10 00:33:25 UTC Post #338984
Oh, I had no idea zhlt_copylight was a thing. That's perfect.
Strider StriderTuned to a dead channel.
Posted 6 years ago2018-03-10 03:34:58 UTC Post #338985
Yeah, you can make a brush with null-texture around your model and put small {blue func_illusionary somewhere near to copy light from it.
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