Model casts blocky shadow instead of correct alpha ch. shado

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SuperWizorHD
Posts: 2
Joined: Wed Jan 28, 2015 5:19 pm

Model casts blocky shadow instead of correct alpha ch. shado

Post by SuperWizorHD »

Hey guys,

just doing a level for Quake Live having a problem with the shadow of a default model "models/mapobjects/eagle_bar_strgg.md3".

When I compiled it with q3map2, ingame it shows a blocky shadow behind the banner instead of a correct casted shadow using the transparency.

In the Quake Live Version of" The Campgrounds" for example the banner casts a correct shadow.

Perhaps you can help me. Thanks in advance.

Here is a screenshot for a better explanation:

Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Model casts blocky shadow instead of correct alpha ch. shado

Post by obsidian »

Check the shader file for the model, make sure it includes surfaceparm alphashadow

Failing that, post the shader in question, version of GtkRadiant that you are using, and your compile options.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Model casts blocky shadow instead of correct alpha ch. shado

Post by sst13 »

Also check your shaderlist.txt for the shader file. (the one with the code for the banner)
Otherwise q3map2 doesn't use the shader during the compile process.
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
SuperWizorHD
Posts: 2
Joined: Wed Jan 28, 2015 5:19 pm

Re: Model casts blocky shadow instead of correct alpha ch. shado

Post by SuperWizorHD »

:D It was so obvious that I didn't checked it. I had already checked the script file for the surfaceparm alphashadow command, but I forgot to make sure that the script file for the model was in the shaderlist.txt.

Thank you guys!
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