Animating shadows

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Re: Animating shadows

Postby cz_squishy on Thu Oct 20, 2011 6:50 am

use the models dynamic shadow and a env_shadowcontroller cleverly
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Re: Animating shadows

Postby boing on Thu Oct 20, 2011 7:28 am

cz_squishy wrote:use the models dynamic shadow and a env_shadowcontroller cleverly

so a light_dynamic will still cast shadows on older machines/low settings?
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Re: Animating shadows

Postby cz_squishy on Thu Oct 20, 2011 8:06 am

Light, light_spot, and shadow_controller
Image
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Re: Animating shadows

Postby boing on Thu Oct 20, 2011 8:56 am

that simple? ...wow thanks
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Re: Animating shadows

Postby Gary on Thu Oct 20, 2011 12:33 pm

Won't that affect ALL the RTT shadows in the map?
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Re: Animating shadows

Postby cz_squishy on Thu Oct 20, 2011 6:03 pm

Gary wrote:Won't that affect ALL the RTT shadows in the map?

Yes, but you can have multiple shadow_controllers
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Re: Animating shadows

Postby Gary on Fri Nov 04, 2011 6:53 am

dark0r wrote:The best way to do this would to make an entity for this. Override ShouldDraw with:
return BaseClass::ShouldDraw() && CurrentViewID() != VIEWID_MAIN;

This will make the model invisible, but the shadow visible.


Lies!

CurrentViewID() does nothing for me, always returns 0(view_main). Even within the viewrender.cpp.

Btw, it's VIEW_MAIN, not VIEWID_MAIN.
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Re: Animating shadows

Postby cra0kalo on Fri Nov 04, 2011 10:07 pm

use a env_projectedtextures and change the lighting of the model via console.
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Re: Animating shadows

Postby Ver on Tue Nov 15, 2011 3:00 am

cz_squishy wrote:Light, light_spot, and shadow_controller
Image


I believe this is the best method for cheap machines, but might someone explain to me (or us) how to utilize multiple shadow controllers? Is it as easy as placing many of them, and whichever you're nearest it will use, or do they have to be triggered via trigger volumes?
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Re: Animating shadows

Postby Gary on Tue Nov 15, 2011 3:10 am

You have to trigger them.
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Re: Animating shadows

Postby Ver on Tue Nov 15, 2011 3:21 am

Thanks!
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