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Thread: Self Shadow cutting in out

  1. #1
    The self-shadow (see pic ) on first Res LOD seems to have started acting up for no good reason.

    - On the ground, doesnt work, no shadow of itself, onto itself
    - At 21 meters in the air its starts working
    - over deep water ( >21m seabed ), it works
    - On ground doesnt work, but if you zoom out on external view, it works within a zoomed band
    - 2nd Res LOD works fine, no issues
    - 1st Res LOD has 5500 points, 6000 faces
    - Have a ShadowVolume 10
    - Ground shadow works fine in any case

    Any thoughts ?


  2. #2
    RKSL-Rock
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    Have you got any sort of errors in the arma.rpt file?

    Typical Shadow problem causes:

    1 - Textures applied to the shodow low mesh?
    2 - Shadow LoD not sharp edged?
    3 - Shadow LoD not properly triangulated?
    4 - Shadow LoD mesh not inverted?
    5 - Low quality shodows enabled?

  3. #3
    to create a goos SV LOD, do the following:
    create the Shadow volume 0, in which you'll put the model, then close topology, and triangulate.
    Then, create another SV LOD, this time 10, and do the same, reducing the polys.

    Now, in Geo LOD, put the following named properties:

    sbSource ShadowVolume
    PreferShadowVolume 1

  4. #4
    Gunnery Sergeant Scars09's Avatar
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    did you change your ingame shadow settings before you noticed the problem? think i had something like that some time ago with high shadow settings on some stuff i play around with.
    at least the result looked quite similar on my model. maybe give it a try.
    sic semper tyrannis

  5. #5
    First Lieutenant [APS]Gnat's Avatar
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    Thanks guys, but no banana
    Weird part is, I had working Self-Shadow BEFORE I even added a ShadowVolume to the p3d.
    Adding the SV didn't help.

    @Scars .... nope, no difference

    @Linker Split ....... didn't seem to change anything

    @Rock
    1) Nope, no textures
    2) Is Sharp
    3) Yep, is all tri-anged
    4) ..... hmmmm, did realise ... but didnt change anything
    5) Nope. Testing is on High or or Very High

    RPT Errors
    Bunch of ST errors of course .....
    and these which I dont quite understand;
    "needs a section" ... huh?

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection mala vrtule needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection velka vrtule needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection trim needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection enginel needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection enginer needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection trim needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection enginel needs a section. The shadow volume may not work well.
    Warning&#58; gnt_v22&#92;gnt_v22.p3d&#58; Selection enginer needs a section. The shadow volume may not work well.
    [/QUOTE]

  6. #6
    Gunnery Sergeant Scars09's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]Warning: gnt_v22&#92;gnt_v22.p3d: Selection mala vrtule needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection velka vrtule needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection trim needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection enginel needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection enginer needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection trim needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection enginel needs a section. The shadow volume may not work well.
    Warning: gnt_v22&#92;gnt_v22.p3d: Selection enginer needs a section. The shadow volume may not work well.
    all animated? Maybe it has something to do with cfgmodel cfg skeleton wich simply need the defined selection in every lod?

  7. #7
    First Lieutenant [APS]Gnat's Avatar
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    hmmmm ... maybe, but theres plenty of other stuff that would be missing from every LOD ......

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class GNT_V22Bones&#58; Helicopter
    {
    isDiscrete=1;
    skeletonInherit = &#34;&#34;;
    skeletonBones&#91;&#93;=
    {
    &#34;trim&#34;,&#34;&#34;,
    &#34;EngineR&#34;,&#34;trim&#34;,
    &#34;velka vrtule&#34;,&#34;trim&#34;,
    &#34;EngineL&#34;,&#34;trim&#34;,
    &#34;mala vrtule&#34;,&#34;trim&#34;,
    &#34;gear nose&#34;,&#34;trim&#34;,
    &#34;gear nose door_l&#34;,&#34;trim&#34;,
    &#34;gear nose door_r&#34;,&#34;trim&#34;,
    &#34;gear left&#34;,&#34;trim&#34;,
    &#34;gear left door&#34;,&#34;trim&#34;,
    &#34;gear right&#34;,&#34;trim&#34;,
    &#34;gear right door&#34;,&#34;trim&#34;,
    &#34;cargodoor up&#34;,&#34;trim&#34;,
    &#34;cargodoor down&#34;,&#34;trim&#34;,
    &#34;flap right&#34;,&#34;trim&#34;,
    &#34;flap left&#34;,&#34;trim&#34;,
    &#34;alt&#34;, &#34;trim&#34;,
    &#34;alt2&#34;, &#34;trim&#34;,
    &#34;nm_alt&#34;, &#34;trim&#34;,
    &#34;nm_alt2&#34;, &#34;trim&#34;,
    &#34;mph&#34;, &#34;trim&#34;,
    &#34;mph2&#34;, &#34;trim&#34;,
    &#34;vert_speed&#34;, &#34;trim&#34;,
    &#34;vert_speed2&#34;, &#34;trim&#34;,
    &#34;rpm&#34;, &#34;trim&#34;,
    &#34;rpm2&#34;, &#34;trim&#34;,
    &#34;horizont_dive&#34;, &#34;trim&#34;,
    &#34;horizont&#34;,
    &#34;horizont_dive&#34;,
    &#34;horizont2_dive&#34;, &#34;trim&#34;,
    &#34;horizont2&#34;, &#34;horizont2_dive&#34;,
    &#34;kompas&#34;, &#34;trim&#34;,
    &#34;kompas2&#34;, &#34;trim&#34;,
    &#34;hodinova&#34;, &#34;trim&#34;,
    &#34;hodinova2&#34;, &#34;trim&#34;,
    &#34;minutova&#34;, &#34;trim&#34;,
    &#34;minutova2&#34;, &#34;trim&#34;
    };
    };
    };
    class cfgModels
    {
    class Helicopter;
    class GNT_V22&#58; Helicopter
    {
    skeletonName = &#34;GNT_V22Bones&#34;;
    sectionsInherit=&#34;&#34;;
    sections&#91;&#93;=
    {
    &#34;velka vrtule staticka&#34;,&#34;velka vrtule blur&#34;,&#34;velka vrtule&#34;,
    &#34;mala vrtule staticka&#34;,&#34;mala vrtule blur&#34;,&#34;mala vrtule&#34;,
    &#34;EngineR&#34;,&#34;EngineL&#34;, &#34;trim&#34;
    };
    class Animations
    {[/QUOTE]

    btw, "trim" is the WHOLE model .... its how I animate to get the "level flight" look for a psuedo-chopper.

  8. #8
    cheange this part of the cfgModels in this way:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels
    {
    class Helicopter;
    class GNT_V22&#58; Helicopter
    {
    skeletonName = &#34;GNT_V22Bones&#34;;
    class Animations
    {
    BLABLABLABLA...[/QUOTE]

  9. #9
    Quote Originally Posted by [b
    Quote[/b] ]The self-shadow (see pic ) on first Res LOD seems to have started acting up for no good reason.
    i see exactly the same bug with harrier on 1.08. on shadows setting above high. this i guess it&#39;s just a game bug

  10. #10
    First Lieutenant [APS]Gnat's Avatar
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    @Linker Split
    Nope, that just resulted in an error and the blur blades appearing at standstill

    @Gargantua
    Ok, maybe, but the AV8 seems ok now

    Thx

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