sealing an outdoors map in


3eamus
12-19-2005, 10:35 PM
Ok so I'm trucking along on my first map..doing well, thanks to a lot of help from people on these forums. I'm loving the process of this and discovering new and cool things.

Here is my current problem though. I'm building a nature/landscapey map and I'm wondering how to enclose it so there's no leak (I can't get shadows to show) since it's an outdoors map. Do I just build a big brush around the entire outside to seal it, including the outside of the skybox? Or is there another/proper way?

cheers

Someth|ngW|cked
12-19-2005, 11:20 PM
Well to be honest if your map is an open landscape you can either just close the whole thing in with a box, create acube, hollow it to -2 and apply the skybox texture to it

Or you can just compile the map surrounded with the cordon bounds . . .

You are not going to be able to cut the map up with skybox brushes if it is a wide open outdoor map unless you don't mind blocking player movement over some areas

3eamus
12-19-2005, 11:42 PM
Yeah, that's what I have now is just one big box around everything, which is my skybox...still not working and it's frustrating because when I compile, it says I have no LEAKS...so I don't know why I'm not getting shadows. I should just be able to use 1 environment light and get shadows, shouldn't I? It's pointing downwards...that's all the light I have.

stuck.

TheMiede
12-19-2005, 11:46 PM
Try a pitch of like -45 or something for the light_env. Then for the bottom skybox make it nodraw texture instead of skybox.

See if that helps.

Ranson
12-20-2005, 08:03 AM
If all fails post the whole compile log.

Shape
12-20-2005, 08:49 AM
You need a shadow_control entity for shadows to show I think.

3eamus
12-20-2005, 09:18 AM
ok thanks ill try those two things.

Someth|ngW|cked
12-20-2005, 12:10 PM
the shadow control entity is only used to change the direction, color and projection distace of dynamic shadows such as those from players, it has no effect on raytraced lightmap shadows

Post your compilel og and if we can't help you fro that you can send me the vmf and ill take a look at it, other then that im not sure whats going on

Shape
12-20-2005, 02:42 PM
ok, thanks Someth|ngW|cked.

3eamus
12-20-2005, 07:54 PM
Thanks guys, I'm way past this issue now. Basically the problem was that there really wasn't anything to project shadows on to, as my map is a landscapey/outdoors map. The trees provided with DoD don't cast shadows unfortunately. (except for one.)

By the way, if anyone knows where I can get some decent trees and/or foilage for DoD:S that would be much appreciated. I've been looking around.

It wasn't until I built a barn that I got some neat shadow effects, so I know it works now.

I'm hard at work building a night time, landscape map with rolling hills, the sounds of crickets, nice fog and possibly livestock...:D

Oh and how do I decompile a default map to get the houses? I could use one or two to save me some time...as it's my first map and I'm spending way too much time on the little things. I need fillers.

*Erm..I'm assuming VMEX is the app to get for decompiling...(checking it out now...) Unless there's a site where I can just grab the houses.

cheers!

Someth|ngW|cked
12-21-2005, 09:56 PM
For your foliage models such as trees use prop_dynamic entites as appose to prop_static, prop_dynamic entites cast texture based shadow projections so you will see the shadows from the trees in detail, leave, branches etc

prone ranger
01-06-2006, 07:05 AM
do prop_dynamics use a lot more resources than prop static?
my map has a lot of trees and it would be nice for them to cast shadows but if it is going to drop the fps by a lot they will have to stay as prop static

travis
01-06-2006, 08:01 AM
Yes. Static props are just that, static, they don't move or do anything special, they just be. The use of dynamic props is generally for props that you want to move etc... An example of this is the HL2 elevator doors, used as a dynamic prop you can set the model to play its animations etc which of course adds to budget.

Furyo
01-06-2006, 08:20 AM
OT: Travis you really need to change your sig, I'm having seizures :)

FuzzDad
01-06-2006, 10:49 AM
Do yourself a favor and copy ALL the standard set of game entities from the sdk version of flash (env_sun, lod control, the hdr stuff, the environmental light, etc). They are all located in a column near the center of the map. Start from there and learn what they do.

Ca-Chicken-Soup
01-06-2006, 02:48 PM
Originally posted by 3eamus

Oh and how do I decompile a default map to get the houses? I could use one or two to save me some time...as it's my first map and I'm spending way too much time on the little things. I need fillers.

Isn't that illegal? The only things you can copy into your map are from the SDK example maps. Otherwise you're going to have to contact the author and ask them for rights to their work.

travis
01-06-2006, 03:12 PM
copying others artistic work like house architecture, straight copying the building is just wrong. do not do it ever.

travis
01-06-2006, 03:16 PM
Originally posted by Furyo
OT: Travis you really need to change your sig, I'm having seizures :)

Maybe this way you will learn about HL2's tools, it is there for your benefit :)

couldnt edit =/

Furyo
01-06-2006, 03:54 PM
LOL Travis, then you need to get rid of Origin and include other tool textures ;)

CoolHand
01-06-2006, 04:02 PM
anoying sig don't make me learn one thing ;)

Just a pain for us viewing this forum, but I guess you don't care Travis.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.