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Creating and exporting models in DR: making parts noshadow


Bikerdude

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No, not that I'd know of, because the noshadow keyword is part of the material definition. Most materials already have a "_ns" (noshadow) version, tho. But if you create new ones, please add them to the mod so the next mapper can re-use them :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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What is an SVN and when would you want NoShadow applied to something?

 

Ven

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

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Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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(1) What is an SVN and (2) when would you want NoShadow applied to something?

  1. SVN is a server repository. Stuff gets stored there, and people can update their local copies or update the svn. SVN automatically checks the differences, so that only neccessary files are transferred, and it looks for conflicts that may arose due to several persons working on the same files. Grayman should be able to explain that even better.
  2. The shadowmesh is normally a simpified version of the visible mesh, as shadowcasting is very performance-houngry. So you normally don't want small detailes to cast shadows, as they are almost not noticeable but will impact performance pretty strong.

@Bikerdude: One possible approach is to seperate the model into two parts, one shadowcasting and one not. If you want to make those things entities, you can define a seperate func_static entity for the nonshadowed stuff with noshadows set to true, and def_attach it at the other entity. This way you don't need to fiddle with the materials.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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What is an SVN ?

The shared workspace that the team use to work on the next version of TDM.

The c++ source code is public (anyone can download the latest at any time) but new assets like images and sounds and prefabs are in a separate svn that's private until they get released.

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Why would you want noshadow on something? I see a lot on this, but no reason why it's useful. I would've

thought shadows of objects are important. (Obviously some are, ie an orchid next to a candle gives crap

shadows over a wall). However light fixture shadows seem to make sense.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Performance.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Share on other sites

  1. SVN is a server repository. Stuff gets stored there, and people can update their local copies or update the svn. SVN automatically checks the differences, so that only neccessary files are transferred, and it looks for conflicts that may arose due to several persons working on the same files. Grayman should be able to explain that even better.
  2. The shadowmesh is normally a simpified version of the visible mesh, as shadowcasting is very performance-houngry. So you normally don't want small detailes to cast shadows, as they are almost not noticeable but will impact performance pretty strong.

@Bikerdude: One possible approach is to seperate the model into two parts, one shadowcasting and one not. If you want to make those things entities, you can define a seperate func_static entity for the nonshadowed stuff with noshadows set to true, and def_attach it at the other entity. This way you don't need to fiddle with the materials.

 

Thanks for the great info. So ok, I have some lights that are small and are entity based lights, ie no light diamond, so how do I set those to noshadow? I tried

the no shadow spawnarg on them (noshadow 1) but it doesn't seem to work for preset lights. It only seems to work for lights which have a light diamond. So

how do you do it?

 

Thx Ven

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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If with entity based lights you mean torches, try "set noshadows on flame" "1"

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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