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Determined to make a difference, he offers his humble opinion at every turn.
Old and wise, time has taught him every lesson it can.
He is green, but his lack of combat experience will never dissuade his enthusiasm.












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YER A FAGGIT BITHC HOOR!






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.






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.






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/






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.






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.






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.






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.






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






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.