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decal shadows on separate models #434463
12/19/13 07:49
12/19/13 07:49
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
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Iglarion  Offline OP
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Joined: Jul 2004
Posts: 785
Serbia
I use ent_decals to make player shadow. The problem occurs when i connect two separate models of floor in wed, and when a player stepped to the edge shadow is visible in only one model. I put both models in group and i set single mesh flag, compile in mesh mode, but still not work. Models have set flag2 and polygon flag. The same problems with light also.
Here is a picture:




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Re: decal shadows on separate models [Re: Iglarion] #434465
12/19/13 07:55
12/19/13 07:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The flag "Single Mesh" sadly only works for blocks. Nice snow scene btw.


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Re: decal shadows on separate models [Re: Superku] #434467
12/19/13 08:03
12/19/13 08:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
if you want to stay with ent_decal for character shadows, you could use more smaller ones of them to imitate something like shadowmapping, just in the game Rudi made by Heelx. this could decrease these artifacts too.

Last edited by sivan; 12/19/13 08:03.

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Re: decal shadows on separate models [Re: sivan] #434469
12/19/13 08:05
12/19/13 08:05
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Or place two decals manually, one on each mesh.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: decal shadows on separate models [Re: Superku] #434470
12/19/13 08:08
12/19/13 08:08
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
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Iglarion  Offline OP
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Joined: Jul 2004
Posts: 785
Serbia
Thanks, this is our new snow level smile
Ohh damn, i was sure that i read somewhere that it works on terrains and models, but it seems that i was wrong frown

Hmm it looks like there's not a some other solution for this (excluding merage in MED)?

EDIT:
Ohh you guys are fast laugh
Quote:
Or place two decals manually, one on each mesh.

How do this? Just make two c_scan points one forward and one backward?

Last edited by Iglarion; 12/19/13 08:13.

IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: decal shadows on separate models [Re: Iglarion] #434471
12/19/13 08:18
12/19/13 08:18
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I'm not too experienced with decals, sorry, but you don't have to use c_trace. You can set up the hit struct manually, see the manual. I guess this might take some time, though.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: decal shadows on separate models [Re: Superku] #434473
12/19/13 08:24
12/19/13 08:24
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline OP
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Iglarion  Offline OP
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Joined: Jul 2004
Posts: 785
Serbia
Thanks for advices, now i know what i must make, i think this will works good wink


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