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  alphashadow only working on radiosity passes? (Page 2)

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Author Topic:   alphashadow only working on radiosity passes?
uh-lee
Mercenary

Posts: 205
Registered: Dec 2001

posted 05-06-2002 11:10 AM     Click Here to See the Profile for uh-lee    Click Here to Email uh-lee 
This is the shader I'm using:
code:
textures/anoxq3_rowdy/walker1
{
qer_editorimage textures/anoxq3tex_rowdy01/walker1.tga
surfaceparm metalsteps
surfaceparm alphashadow
nomipmaps
{
map textures/anoxq3tex_rowdy01/walker1.tga
alphaFunc GT0
depthWrite
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}

And this is the alpha channel of the texture:

Now when I normally compile the lightmaps (without radiosity) with ydnar q3map 2.00 -RC6 with "q3map.exe -light -fast -super 2 -patchshadows -v" I don't see any shadows from that shader at all.

So I have made a little test box map. The shader does indeed not cast shadows, but when I do radiosity passes, it seems to process the alpha channel on those passes. See this image:

That screenshot was done with r_lightmap 1. If you look closely you can see some stripes of shadows on the walls which seem to be coming from the grate.

The left grate is a regular detail brush completely covered in the above shader.
The right grate is a patch.
The exact commandline passed to q3map is "-light -fast -super 2 -patchshadows -bounce 8 -bouncegrid -v", however q3map quits after the 5th radiosity pass because of lack of diffuse lights to calculate.

I have set _lightmapscale .001 in the worldspawn, so even small artifacts should be visible.

I would appreciate any help.

QPsiren
Guildhall Professor

Posts: 2382
Registered: Jan 2000

posted 05-07-2002 08:31 AM     Click Here to See the Profile for QPsiren Visit QPsiren's Homepage!   Click Here to Email QPsiren UIN: 142056528UIN: 142056528 
I think the alpha function should be GE128


Maj
Can't Be Arsed

Posts: 2526
Registered: Dec 1999

posted 05-07-2002 08:35 AM     Click Here to See the Profile for Maj Visit Maj's Homepage!    
Have you tried a dimmer light? It looks pretty strong in your screenie, and might be whiting out where the shadows should be.


Cardigan
The Afflicted

Posts: 956
Registered: Jul 2001

posted 05-07-2002 02:15 PM     Click Here to See the Profile for Cardigan Visit Cardigan's Homepage!   Click Here to Email Cardigan 
might want to check my posts here - and shadowspawns too
http://www.quake3world.com/ubb/Forum6/HTML/019997-15.html?

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uh-lee
Mercenary

Posts: 205
Registered: Dec 2001

posted 05-08-2002 06:46 AM     Click Here to See the Profile for uh-lee    Click Here to Email uh-lee 
What Maj suggested is right. The high intensity lights whitened out the shadows.

I could see the shadows with a field of pointlights above the shader each with an intensity of 1:

I'm not really satisfied with that so I made a qer_editorimage with an alpha channel with 127 127 127 so it lets half the light pass through over the whole surface.

That seems half way Ok to me.

Thanks for your help!

QkennyQ
The Illuminated

Posts: 2642
Registered: May 2000

posted 05-08-2002 11:33 AM     Click Here to See the Profile for QkennyQ Visit QkennyQ's Homepage!   Click Here to Email QkennyQ UIN: 14362637UIN: 14362637 
have you tried moving the location of the light entities. I was suprised to find how far I had to place the light entity above to make the shadows look correct.

interesting thread BTW.

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uh-lee
Mercenary

Posts: 205
Registered: Dec 2001

posted 05-09-2002 05:56 AM     Click Here to See the Profile for uh-lee    Click Here to Email uh-lee 
heh, you are right too

This is with the lights farther away:

I think it has to do with the parallelity of the light. The farther away it is, the more parallel are the rays.

This is with sky light (which is be parallel AFAIK):

The shadows are even clearer and sharper.

It's like this I think:

The light rays (or volumes?) "overlap" behind the grate if they are non-parallel. That means that the higher the lights intensity the more they whiten out the shadows.
The farther away the light, the more parallel the rays and therefore the shadows become sharper.

Thanks!

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