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> Transparency, Nocull And Dynamic Lights, not sure if this would work
James Asner
post May 14 2012, 06:17 AM
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I was trying to think of a way to have light shine through a texture/brush and cast a shadow on the backside. Think of shadows cast inside a tent with the light source in the center. There's not practical purpose to this. I just think it would look cool in a dark map and render cheaply.

Anyway, my idea was to cast the shadows on a single brush surface with a little transparency and use nocull to render the texture on the opposite side (creating a tent with no thickness to the walls). Would the shadow then render on the other side? Can I control the shadow edges to sharpen/blur them?

If anyone has done this or knows how to please post.



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klifsnider
post May 14 2012, 08:17 PM
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No idea.


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James Asner
post May 15 2012, 07:23 PM
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http://cloud.steampowered.com/ugc/59584462...523A13E8CF8DC2/

It works. It's a very cool effect but it's annoying with dynamic models. Use static models and -staticproplighting or -StaticPropPolys so the collision isn't the shadow's source.


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Koach
post May 15 2012, 10:06 PM
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Bugger you.
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As ye said, James, one can create wonders with the Source Engine, even with BG2's version. All we have to do is find out how, and do it.


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James Asner
post May 16 2012, 04:12 PM
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yep. The texture has slight transparency but doesn't need it for the effect.

"LightmappedGeneric"
{
"$basetexture" "james/shadowtest"
"$alphatest" "1"
"$nocull" "1"
}

It requires alphatest as transparent doesn't work with nocull. Also, it can't be a world brush. So, use func_detail or a prop. Of course if you use a func_detail you can control the shadow with the lightmap scale.

http://cloud.steampowered.com/ugc/59584507...ECCCF76A949162/

http://cloud.steampowered.com/ugc/59584518...1D4A8621911D2B/

http://cloud.steampowered.com/ugc/59584518...C02246285EFDE0/

This post has been edited by James Asner: May 19 2012, 07:44 AM


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