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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461175
07/27/16 23:12
07/27/16 23:12

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Malice
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Quote:
Ok I think got the transparency working but now shadows on the object act all weird, any solution to this? (ps ignore the ugly unwrapping of the tree skin grin ):

I'd have to look at the alpha test / alpha blending setting. Also check your models normal

Also check when using flat polygons that these is no back-culling (like making a modeling software force 2-sided rendering).

Quote:
, yes this could be a possible alternative. The transparent leaves maybe can't give shadows, so the tree would have to have some dummy leaves for shadows or a alpha layer / png skin for shadows. Maybe I just create real 3d leaves for the model.

In shade-c checking the ents flag1 turns off it's shadows ( Just fyi)
Transparent leaves and simple plains with alpha to fake leaves should cast shadows fine. Again check if you are turning off backface-culling.

My notes are from my use of Slin's improved PSSM so I may be wrong for the shade-c version.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #461187
07/28/16 11:40
07/28/16 11:40
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Originally Posted By: Malice
Quote:
Ok I think got the transparency working but now shadows on the object act all weird, any solution to this? (ps ignore the ugly unwrapping of the tree skin grin ):

I'd have to look at the alpha test / alpha blending setting. Also check your models normal

Also check when using flat polygons that these is no back-culling (like making a modeling software force 2-sided rendering).
, with normal you mean normal map? I see nothing wrong with it, it also was automatically generated with NVIDIA's plugins. The model itself also seems fine, all closed meshes when checking in MED. And with default acknex lightning also doesn't show anything wrong.

It seems more like some conflict between shade-c shadows and
#define TRANSPARENT //entity alpha should be interpreted as transparent/translucent?

Maybe cause its registers the non-leaves part of the tree also as translucent/transparent? confused Even though its alpha is 100%.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461189
07/28/16 11:51
07/28/16 11:51

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Malice
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Quote:
, with normal you mean normal map? I see nothing wrong with it, it also was automatically generated with NVIDIA's plugins. The model itself also seems fine, all closed meshes when checking in MED. And with default acknex lightning also doesn't show anything wrong.

No I meant the direction normals of the polygons in the model itself not a second normal map. If a polygon normal is misaligned or flipped, the polygon does not draw textures and light correctly. If it's flipped, you get what looks like invisible spots on the mesh.
Quote:
It seems more like some conflict between shade-c shadows and
#define TRANSPARENT //entity alpha should be interpreted as transparent/translucent?


I'd still think it's because you don't have 2 sided turn on or e.g. backface-culling turned off.
Are your leaves just plains with a alpha texture?

ED-- I'll look at it now.

Last edited by Malice; 07/28/16 11:51.
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #461192
07/28/16 12:08
07/28/16 12:08
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The leaves are just thin cubes with a UV mapping at all sides (/just for quick testing).

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461193
07/28/16 12:15
07/28/16 12:15

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Malice
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With --- #define TRANSPARENT --- alphablendenble == true
This has been noted to me by many others as causing sorting errors..
So possible cause

Try #define ALPHA but not #define TRANSPARENT
Another option is to hack the default.c and turn it to FALSE
for defult.fx sc verrsion
Code:
#ifdef TRANSPARENT
				alphablendenable = true;
				BlendOp = Add;
				//SrcBlend = InvDestColor;
				//DestBlend = One;
				//SrcBlendAlpha = InvDestAlpha;//InvDestAlpha;
				//DestBlendAlpha = One;
			#endif



I still can't find a way to change to a solid_pass.

Also this in the main setup
Code:
sc_screen_default.settings.lights.sunShadowResolution = 512; //reduce shadow resolution as we are manually setting the shadow range to 5000 and can therefor get away with a small shadowmap
	sc_screen_default.settings.lights.sunPssmSplitWeight = 0.7; //high res near splits, low res far splits
	sc_screen_default.settings.lights.sunShadowRange = 5000; //manually set the shadow range...we don't need realtime shadows in the far distant! If set to 0 (default) shadow range will be set to camera.clip_far
	sc_screen_default.settings.lights.sunShadowBias = 0.001; //set the shadow bias


You can try increasing the '' sc_screen_default.settings.lights.sunShadowResolution = 512; //reduce shadow resolution as we are manually setting the shadow range to 5000 and can therefor get away with a small shadowmap ''
Maybe 1024??

I'm really guessing it all out at the moment... Not sure at all. So it's your choice if you want to try these things.


EDIT - This might be the way to turn on a solid -pass. I can test, kind of got mad and installed the engine again

in you custom transparent.fx add

#define PASSSOLID

Last edited by Malice; 07/28/16 12:22.
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #461198
07/28/16 13:36
07/28/16 13:36
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Quote:
Try #define ALPHA but not #define TRANSPARENT
, this + set(my, TRANSLUCENT); and it works perfectly for both skins with alpha layers and alpha channels. Shadows work perfect too. ty Malice!

Last edited by Reconnoiter; 07/29/16 10:29.
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461208
07/28/16 20:20
07/28/16 20:20

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Lol K good.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #461222
07/29/16 14:18
07/29/16 14:18
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Anyone tried making a sky / background with shade-c?
Sky cube etc. dont seem to work.
I am currently thinking of just using some low poly models and with not to high textures.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461228
07/29/16 18:30
07/29/16 18:30

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isn't there one in the first 2 example... I confused

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #461229
07/29/16 18:36
07/29/16 18:36
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Oh facepalm for myself, I forgot
//setup skies
sc_sky(skycube);

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