Shadows Issue [FIXED read for Compilation :)]

Started by terresouris, April 30, 2023, 08:13:04 PM

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terresouris

Hey i have a problem i create a custom Hull for my model by following this tutorial
https://www.youtube.com/watch?v=yJFGdehrUgE&ab_channel=ShawnOlson

this is the result
https://imgur.com/QY0fo11

but i think they make the shadows of my hull ingame
https://imgur.com/QG8YoWD

how can i create good shadows for my tree instead of the Hull

wallworm

Unfortunately, you found a very old video. I would suggest that you use this one instead:


Also, here is some info on technical specs of hulls.

wallworm


wallworm

Also, for shadows, you can click the Final Preset in the VMF exporter, and it will add the needed VRAD compile options:

 -StaticPropLighting  -TextureShadows  -StaticPropPolys -final

terresouris

Thank you wallworm and for other it was not directly the model be careful to compile with

  -StaticPropLighting  -TextureShadows  -StaticPropPolys -final

As wallworm said but I'm gonna watch the tutorial

terresouris

When I was making the physic I be carefullabout the number of Hull I set to 10 and after 256 for more details but I think a very complexe gull includes leafs and the whole model can be very problematic for optimization and compilation because polygons and triangles

wallworm

Quote from: terresouris on May 01, 2023, 12:01:08 PMThank you wallworm and for other it was not directly the model be careful to compile with

  -StaticPropLighting  -TextureShadows  -StaticPropPolys -final

As wallworm said but I'm gonna watch the tutorial

Well if you want accurate shadows and lighting, those are the settings you need. Generally you don't use them until you are further along in your level and ready do start finishing the level. If you are still experimenting, they can be overkill as it increases compile time.

Quote from: terresouris on May 01, 2023, 12:03:09 PMWhen I was making the physic I be carefullabout the number of Hull I set to 10 and after 256 for more details but I think a very complexe gull includes leafs and the whole model can be very problematic for optimization and compilation because polygons and triangles

For a tree, I would only make hulls from the trunk and necessary main branches. Don't make them for small branches or leaves.

wallworm

To quickly delete the leaves from your hull helper mesh, you could select it, go to Polygon Sub-Object Mode, go down to Material ID rollout, select the ID that matches the leaves, then click Delete key.

terresouris

Quote from: wallworm on May 01, 2023, 12:09:24 PMTo quickly delete the leaves from your hull helper mesh, you could select it, go to Polygon Sub-Object Mode, go down to Material ID rollout, select the ID that matches the leaves, then click Delete key.

I will try, because I had tried to do it but selecting only what I wanted and in a manual way

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