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    UT Teleporter Shadows

    I have some UT Teleporters, which are set to be hidden, but still cast a shadow.

    Is there any way to prevent them from casting shadows with out changing the properties for the BSP below them?

    #2
    that's odd... never tried hiding a UT Teleporter. why not use an old school Teleporter? those shouldn't cast shadows

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      #3
      I did, but it had issues. The player had a little "hop" when you exited the teleporter. I added the UT Teleporter (to test it out) and then the editor gave me error messages.

      Then the bots stopped using them. So I stuck with UT Teleporters.

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        #4
        A quick hack is to set the drawscale of the utteleporter to a miniscule value.

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          #5
          Disable bShadowCast. I think in UE3 you still have this option or something similar iIrc (didn't spend much time in UT3Ed yet but I think I've seen this option in the properties).

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            #6
            You may have to use just Teleporter or UTTeleporterCustomMesh (Think that's the name) As with that you get the mesh properties where you can disable shadow casting, or use some other mesh that suits your needs.

            Teleporter will give you warning messages as they aren't supposed to be used (for some unknown reason) however I can confirm they do work as I've used them a few times for exit teleports, to avoid the sound of the teleporter.

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              #7
              Originally posted by NickG View Post
              A quick hack is to set the drawscale of the utteleporter to a miniscule value.
              I tried this first, but it still casts a shadow the same size as a normal scaled teleporter.

              Originally posted by Sly. View Post
              Disable bShadowCast. I think in UE3 you still have this option or something similar iIrc (didn't spend much time in UT3Ed yet but I think I've seen this option in the properties).
              I have looked at every property and if it there was something related to it, it didn't work.

              Originally posted by Cr4zy View Post
              or UTTeleporterCustomMesh (Think that's the name) As with that you get the mesh properties where you can disable shadow casting, or use some other mesh that suits your needs.
              We have a winner with this one. For some reason, there is a little "hop" where I place the standard teleporters, which I don't like.

              The custom mesh one worked great. It's odd that I knew and have tested all of these, but there may have been something else that presented a problem when I tested them originally.

              Thanks for your replies everyone, much appreciated.

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                #8
                Originally posted by Odedge View Post
                I tried this first, but it still casts a shadow the same size as a normal scaled teleporter.
                ...there may have been something else that presented a problem when I tested them originally.
                That something else in the case of my suggestion may have been a failure to rebuild the lighting. This method does indeed change the shadow size. for example changing it to 5x makes a 5x shadow, changing it to something like 0.0000001 makes the actor + its components so small that you would not even have set it hidden, thus its shadow also becomes invisible.

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                  #9
                  Originally posted by NickG View Post
                  That something else in the case of my suggestion may have been a failure to rebuild the lighting. This method does indeed change the shadow size. for example changing it to 5x makes a 5x shadow, changing it to something like 0.0000001 makes the actor + its components so small that you would not even have set it hidden, thus its shadow also becomes invisible.
                  I am sorry, let me correct myself.

                  You're suggestion worked fine, I was just remembering the wrong test I did. Since I have two versions of this map I am working on, with multiple testing of each (for multiple reasons)... I am not taking good notes.

                  Ultimately, I will choose the custom mesh option as it gets rid of the sound, which I don't like in this case since you can't see the teleporter.

                  Thanks for your suggestion.

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