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That's a pretty whopping speed compared to more modern real-time shadow rendering :lol: Oh well, it's good to have two semi-modern PC's in the house. |
We have a problem... It got them ready, finally, and the shadows for the terrain look wunderbar. It's just that there's not a single shadow for a tree or building (!!!) :rolleyes: :( |
And you merged them, right? (the .tga with the light.tga) If it took so long, then the objects must have been in, otherwise the map would shadow in 5minutes... Try starting the shadow process with BC and do only one grid, see if it works better... |
Merged the what with the what now? I just looked at the new .tga's in the shadowwork folder. Something else I should do? |
Okay... I found the _lgt versions, which have beautiful black & white shadows. I just let bc42 merge the shadows, and found two very slight problems. 1) The shadows are looking towards the sun. Naturally this would look strange ingame. But that's nothing, because 2) They're completely red! I thought I had f-d up the shadowcolor in my map, so here's what I did: 1) made a new medium-sized map in bc42 2) saved it, 3) extracted it 4) added my textures into it 5) packed it 6) put the textures & new _lgt.tga's into the level folder (new correctly named folder ofcourse) in the shadowworks folder 7) opened the map in bc42 8) set the shadowcolor to a proper slightly red gray 9) created shadows (lowest quality, no heigthdata for the map) 10) replaced the new _lgt.tga's with my proper _lgt.tga's 11) merged lightmaps And they're still covered with a bright red overtone: http://koti.mbnet.fi/pjvuorio/bf_map_stuff/Tx04x03.jpg The sun is located in the bottom right corner compared to this image. I'm about to call it quits for shadows alltogether, someone please give me true & working step-by-step instructions. No need to use noob-lingo, but just what to click, or what setting to set, or what? EDIT: Come to think of it, is there some fancy way to merge them in Photo- or Paintshop? Open the etxture.tga, create a new shadowcoloured layer, and use the _lgt.tga's as the alpha channel for that layer. That would mean just regenerating the shadows with the proper sun (ie completely other way around) |
I have that problem too, I use Photoshop to manually merge the lightmaps (add the Tx00x00_lgt as another layer over the standard texture, set it to Multiply, opacity around 70%). Takes a while for large-ish maps though. EDIT: Don't worry about the shadows being the wrong way round, just spin the skybox around 180 degrees to match the shadows. |
yes as Russian says.. 1) go into Init/SkyandSun.con and rotate the sun 180 degrees 2) Put a TerrainPalette.pal into your maps Textures folders... I suggest take a .pal file from a map that has similar environent as your map. |
You can't merge shadows because the tga's of your maps have an alpha layer ---> 4 Mb's. You need to save them without alpha layers ----> 3 Mb's, then run the merge with the bat's and it will do automatically. It's red because you have not TerrainPalette.pal, just add one and will be ok. |
Nope, the tga's are 3mb's. I saved them all with Irfanview and they're fine now. I don't want to rotate the skybox, then that gorgeous sunset would be behind the mountains. Also, I have no clue how to change the water-sun-effect-thingy. Last time I tried, as I said, the water turned pink. I fixed that by rotating the sun -90. I thought I copied the terrainpalette from battle isle, but maybe I didn't put it in the proper place(s)? |
Textures folder in your map with the Tx--x--.dds's |
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