trying to resize a safe object. - by Cardia
Cardia on 28/2/2019 at 07:56
Lol the holy grail my favorite from Monty Pythons :laff:
Quote:
"To do X, you just press A."
"So I'm supposed to press B, right?"
Inline Image:
http://image.noelshack.com/fichiers/2018/25/3/1529501466-cest-pas-faux.jpgchill out man and siiiiinnnng
i have the shadows working, but the way i use them is incorrect right? explain me the right process to provide a shadow to a wooden spoon if you please?
PinkDot on 28/2/2019 at 08:23
Unless there's a hidden, undocumented property like Renderer \ Wooden Spoon Shadow, there shouldn't be any difference between the spoon and any other object.
Having said that - where are you expecting the shadow to appear? If the spoon is on the table, then the table obviously won't catch the shadow, as it's an object. If the spoon is lying on the floor (or a table made of brushes) then you may not see it, if the spoon is small, due to low lightmap resolutions. Other reason for not seeing the shadow would be if the spoon is outside of the light range - not lit directly.
If that does not cover all the cases, then post an image of your spoon with the missing shadow.
Cardia on 28/2/2019 at 09:43
PinkDot, I forgot to mention that i have many spoon objects that i modified to furniture models, i have the shadows i want, the performance is good so far, but according to ZylonBane i´m doing it the wrong way because i´m using force static shadow.
Unna Oertdottir on 28/2/2019 at 10:22
Force static shadows on a immobile object is nonsense.
Read the NewDark documentary in the NewDark.zip (modders notes, new_config_vars). Everything you need to know about light, sunlight and shadows is there.
Quote:
New Prop: Renderer->"Force Static Shadow"
-----------------------------------------
When this property is set on objects that are NOT immobile (Object System->Immobile), they will cast shadows
on lightmaps anyway (when doing objcast lighting). This can be useful for example so symmetrical rotating
machinery can cast shadows.
Cardia on 28/2/2019 at 11:34
Unna, i have the option objcast lighting within the tools menu selected, what is the other command to make this function apply to objects with immobile selected?
Unna Oertdottir on 28/2/2019 at 11:55
The other command? What do you mean? For shadow quality, adjust the Tools--Build Dialog or Rendering Parameters.
Cardia on 28/2/2019 at 11:57
Quote Posted by Unna Oertdottir
The other command? What do you mean? For shadow quality, adjust the Tools--Build Dialog or Rendering Parameters.
by doing build_dlg? alright, i will test those settings. Thank you Unna!
Yandros on 28/2/2019 at 12:00
I think Cardia was referring to the "other command" I mentioned above, which is just to relight the level with ObjCast lighting set. You have to do that if you add Immobile to an object in order for the shadow to appear.
Cardia on 28/2/2019 at 12:32
Quote Posted by Yandros
I think Cardia was referring to the "other command" I mentioned above, which is just to relight the level with ObjCast lighting set. You have to do that if you add Immobile to an object in order for the shadow to appear.
Russ that's what i´ve asked you above, what is the command to relight the level with ObjCast lighting?
Unna Oertdottir on 28/2/2019 at 12:52
That's just relight_level
There's a menu entry for this or just optimize, this will do the same thing.