Light Shadow and models Created 8 years ago2016-02-21 21:10:49 UTC by kruk kruk

Created 8 years ago2016-02-21 21:10:49 UTC by kruk kruk

Posted 8 years ago2016-02-21 21:14:18 UTC Post #328969
Hi, i got some strange isues and searching a good solution ;]
User posted image
User posted image
Why i get a different shadow with zhlt Opaque ?
And can i get a proper lighting on a model with casting static light?
Posted 8 years ago2016-02-21 21:22:28 UTC Post #328970
What happens if you replace the non-entity brush with the entity brush?

Also, to properly use Dropbox for image embeds, you need to change the URLs from www.dropbox.com/s/xxxxxxxxxxxx/file.jpg?dl=0 to dl.dropboxusercontent.com/s/xxxxxxxxxxxx/file.jpg.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-21 21:35:11 UTC Post #328971
I'd put the brush inside.
Take the texture scaling down on the floor to increase the shadow resolution
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-21 22:03:37 UTC Post #328973
What happens if you replace the non-entity brush with the entity brush?
hmm?
well i get no shadows, just collision.
I'd put the brush inside.
still i get the model pitch black :(

And what about the zhlt Opaque (blocks light) creating the different shadow?

https://www.dropbox.com/s/kgmueph3gn469rr/3.jpg?dl=0

shame old source cant use hitboxes as a collision and statick shadowcasters XD
Posted 8 years ago2016-02-22 19:36:11 UTC Post #328982
I'd put the brush inside.
Take the texture scaling down on the floor to increase the shadow resolution
Ok Was a bit trial and error but i got the inside scale of the brush smaller and the ground texture scaled up, it works ;] THX
Just needs a bit of fiddling XD

Still...why dosnt zhlt Opaque (blocks light) react to the light ??
Posted 8 years ago2016-02-23 00:05:52 UTC Post #328988
you mean the third barrel on the second picture? as far as I experienced it the opaque entities often drop totally incorrect shadows.

When using the new versions of Vluzacn's Half life tools ( a modification of zhlt) it should always draw correct shadows though.

you can combine func_walls with cycler_sprites then
Posted 8 years ago2016-02-24 21:34:33 UTC Post #329009
Vluzacn's Half life tools
Wow 0-o thx didn't even know someone improved compiling tools in 2015.... and they work really great, solves a lot of the issues and gives some new possibilities :> thx
Posted 8 years ago2016-02-25 09:17:50 UTC Post #329013
If Im currently compiling on ZHLT and move to Vluzacn's Half life tools, will my map look essentially the same when compiled with VHLT until I start making use of the additional functionality?

Or do I need to do any setup to move to VHLT from zoners?
Posted 8 years ago2016-02-25 14:28:01 UTC Post #329014
well first compile i did with VHLT was significantly different with ZHLT
VHLT gives more natural and smooth look to a map, colors shadows everything feeals improved. And you get some additional entities you can use in interesting way.
https://sites.google.com/site/svenmanor/tutorials/advancedlight
Posted 8 years ago2016-02-25 15:07:46 UTC Post #329015
That's a pretty epic reference
Tetsu0 Tetsu0Positive Chaos
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