View Full Version : Sharp Shadows?
05-15-2008, 03:46 PM
I've been trying to get the sunlight (directional light) to shine through a doorway and make a really cool silhouette on the floor/statics but I can't figure out how. I've seen it done on other maps, and I know how to get the shadow I want onto terrain, but the floor is made out of BSP and some statics.
Can anyone give me some pointers?
05-15-2008, 04:28 PM
Increase the lightmap size on the CSG surfaces. This is done by selecting the surface, right-click and choose Properties, then set the Lightmap value to a lower number. For CSG the smaller the number the finer the shadow.
For StaticMeshes you actually specify the lightmap texture size in pixels, eg. 128.
05-15-2008, 04:36 PM
if its on a BSP surface, select the surface, press F5, and in the lighting frame, make the light map resolution to 1. I think the default is 32 or 64. Making a lightmap have a sharper shadow increases the light build time and makes a bigger light map (in terms of dimension of the texture) so takes up more memory space. So its not ideal to make EVERYTHING set to 1.
05-15-2008, 04:49 PM
Don't set it to 1 unless it requires that resolution, choose the proper resolution from the start. In most cases values below 4 or 8 will make little difference with CSG surfaces when matching to StaticMeshes, and values below 4 will increase the lightmap use excessively.
Lightmap resolutions on both CSG Surfaces and StaticMeshes should be matched so that you don't end up with a sharp shadow leading into a blurry shadow between two objects or components. That looks worse than settling for a slightly less defined edge.
If you must have a highly defined edge, split the CSG surface using brush sinking and only adjust the smaller surface to a high lightmap resolution.
05-15-2008, 04:58 PM
Ironicly I saw how to do this just a couple minutes ago in another thread, also posted by you DGUnreal, thanks for the help. :)
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