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Re: Adding Lights in SED [Re: CdeathJD] #227546
09/14/08 23:48
09/14/08 23:48
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Hmmm, BUT

* entities dont use textures - but the models ( *.mdl, *.x, etc) you create it from do.
* the landscape isn't a landscape just a flat cube - I know, but it is still entity, so change its material, and check its textures for alpha.
* the material makes no apparent changes - Damn, but we will go back to this once youve checked
on the textures in MED of your models and see if they have alpha channels.
* i've removed spaces from between the SET flags - good, just to be safe. Its only seems to be a problem sometimes.

Good on with the sprites

And Ive also seen this with the number of entities. Never found a workaround yet. Not a problem for me
as it was a rampant entity spawner gone haywire.



"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Adding Lights in SED [Re: EvilSOB] #227604
09/15/08 10:53
09/15/08 10:53
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
Junior Member
CdeathJD  Offline OP
Junior Member

Joined: Aug 2008
Posts: 55
United Kingdom
They really aren't any textures on them though, there all one color. I'm not sure how to use MED to do anything unfortunately. Can you tell me how to check the texture alpha channel in MED, it's not something i see myself using as i dont model or know how to!


I am a noob to this... Blitz3D is where i am best at!
Re: Adding Lights in SED [Re: CdeathJD] #227639
09/15/08 14:08
09/15/08 14:08
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Open you model im med, goto FILE / SKIN EDITOR.
Then IN the skin editor goto EDIT / SKIN SETTINGS.
Thin IN the skin editor click on the TEXTURE FORMAT button.
If the ALPHA box it ticked its got alpha, untick if you can.
Also, if its 32bit is checked, it might be, I dont fully understand.
8bit, 16bit and 24bit definatly OK if alpha box not ticked.


PS check my post in your "number of entities" thread.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Adding Lights in SED [Re: EvilSOB] #227734
09/15/08 21:58
09/15/08 21:58
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
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CdeathJD  Offline OP
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Joined: Aug 2008
Posts: 55
United Kingdom
Lol as i said before neither of the models had skins, so i gave them a simple bmp texture and made sure it was free from alpha and was 24 bit. There is still no shadows!


I am a noob to this... Blitz3D is where i am best at!
Re: Adding Lights in SED [Re: CdeathJD] #227767
09/16/08 02:34
09/16/08 02:34
Joined: Aug 2008
Posts: 55
United Kingdom
CdeathJD Offline OP
Junior Member
CdeathJD  Offline OP
Junior Member

Joined: Aug 2008
Posts: 55
United Kingdom
AHA! Found the solution! I added this line into func_main before the loop:

shadow_stencil = 2;

which is good!


I am a noob to this... Blitz3D is where i am best at!
Re: Adding Lights in SED [Re: CdeathJD] #227794
09/16/08 06:52
09/16/08 06:52
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Cool, and thanks too.

The same command fixed a problem with a lihting editor application
Ive been building. I was getting "mangled" shadown from dynamic lights,
but OK shadows from the sun. And Ive been blaming a it on corrupted
models so far. Many thanks.

Well done.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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