Silent Ricochet

Identity

  • P4: Worker
    Points: 48,175
  • E1: Helper
    EF: 8
  • C1: Member
  • A6: Elder
    Account Age: 7 years
Loud Mouth New Yawkuh

Points

48,175 Ranked 72nd 1,847 points behind Shougunner

Buddies

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      Account Age: 11 years
    • P1: Beggar
      Points: 50
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      Account Age: 21 days
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      Account Age: 2 months

Bio

Country
United States
Political stance
Republican
Gamer type
Regular
Employer
Nike
FPS Hero
Gordon Freeman
Coke or Pepsi
Pepsi

Core Stats

MemberID
39014
Join Date
June 5, 2005 04:33:50 PM
Account Age
7 years

Levels

Points level
Points: 48,175

L4: Worker

He works hard, for he knows his work pays off.

Exemplary Feedback Level
EF: 8

L1: Helper

Determined to make a difference, he offers his humble opinion at every turn.

Veterancy Level
Account Age: 7 years

L6: Elder

Old and wise, time has taught him every lesson it can.

Clearance Level
This clearance level is the default and enables posting and submitting of content

L1: Member

He is green, but his lack of combat experience will never dissuade his enthusiasm.

PC Specs

Case

Raidmax Smilodon (Green/Black)

Case Fan

80mm Side

Case Fan 1

120mm Front / Back

Case Fan 2

80mm HDD Fan

PSU/Power Supply

Corsair GS600

Motherboard

Gigabyte GA-MA790x-ud4p

CPU/Processor

AMD Phenom II x4 955 @3.4GHz

RAM/Memory

G.Skill PC-8500 High-Performance

Graphics Card

Gigabyte AMD Radeon HD6950 1GB OC

Sound Card

Creative Soundblaster Audigy SE

Hard Disk

Seagate Barricuda 250GB

Hard Disk 1

Western Digital Caviar Black 640GB

Points Log

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+2 Post submitted 5 days ago
  • You must be a member
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    YER A FAGGIT BITHC HOOR!

    Jiggle Jiggle
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    Posted by Logan Dougall

    I'll let you know in a few days, just have some loose ends to tie up work wise and school wise. Kinda hogging all my free time so not home much.

    Just idling watching forums on phone now and again heh.

    No worries man, things are getting a little hectic around here with finals and stuff too. Thankfully I don't have a job to throw into the mix until winter break. Just lemme know if you make any headway, I'm sure it's something stupid I did anyways. Thanks in advance, man.

    Loud Mouth New Yawkuh
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    Logan Dougall

    I'll let you know in a few days, just have some loose ends to tie up work wise and school wise. Kinda hogging all my free time so not home much.

    Just idling watching forums on phone now and again heh.

    Uberstyle still progressing...
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    Posted by Logan Dougall

    If it's just a generic prop_static the shadow generated by it's collision hull should literally be baked onto the lightmap...strange.

    You can upload a vmf copy and maybe I can spot something else in the displacements set-up etc that is gumming up the lighting.

    The trees are propdynamic, propstatic makes no difference, even tried compile commands that tell the engine to light, per-vertex (or polys or something), prop_statics, and that only produced extremely ugly black squares as shadows.

    Here's the vmf. I saved it separately from the original map before I split up any displacements, just in case if crap like this would happen. Let me know if you wanna see the non-problematic vmf.. Spawn as terrorist, as I have only split the displacements on that side of the map as of now. You can also see an example of the light bleeding through the houses on the counter-terrorist side. http://www.zshare.net/download/97265609c490a229/

    Loud Mouth New Yawkuh
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    Logan Dougall

    If it's just a generic prop_static the shadow generated by it's collision hull should literally be baked onto the lightmap...strange.

    You can upload a vmf copy and maybe I can spot something else in the displacements set-up etc that is gumming up the lighting.

    Uberstyle still progressing...
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    Posted by Logan Dougall

    the shadows are being cast by dynamic lights I assume? Maybe moving the origin of the model to that it's not culled by the engine will help.

    Otherwise yea, you may have to just create a custom overlay with random lines etc.

    Nah, well, the shadows are being cast by the Light_Environment entity (the moon basically, in this case). So strange that this would happen. The shadows appeared fine when the terrain was just two huge displacements. Now that it's 4 smaller ones, they're all screwed up.

    Loud Mouth New Yawkuh
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    Logan Dougall

    the shadows are being cast by dynamic lights I assume? Maybe moving the origin of the model to that it's not culled by the engine will help.

    Otherwise yea, you may have to just create a custom overlay with random lines etc.

    Uberstyle still progressing...
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    Posted by Logan Dougall

    a cheat would be to disable the tree model shadows and use the valve default overlay for 'fake' tree shadows.

    I had thought about doing that, but I was only aware of the tree overlays for trees with leaves on them (from militia). I'm using trees from HL2, so they're all dead and stuff and don't have any leaves lol.

    Loud Mouth New Yawkuh
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    Logan Dougall

    a cheat would be to disable the tree model shadows and use the valve default overlay for 'fake' tree shadows.

    Uberstyle still progressing...
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    Posted by Logan Dougall

    only thing coming to mind is if it's a model texture rather than a world texture.

    Well it's a shadow of a prop_dynamic, a tree to be exact.

    Loud Mouth New Yawkuh
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