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Shadows [message #297890] Tue, 20 November 2007 10:16 Go to next message
Bulldawg is currently offline  Bulldawg
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As you all know on maps like hourglass for example the buildings cast shadows from the buildings and such.I was wondering if there was a way to basically disable the sun so it looks like the maps are covered by a big shadow.
Re: Shadows [message #297903 is a reply to message #297890] Tue, 20 November 2007 12:40 Go to previous messageGo to next message
Zion is currently offline  Zion
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There is, but not without editing the mesh.

Basicly, what you have to do is surround the whole map in a large box, disable all collisions.

Export as w3d and import into LE, then vertex solve.

Oblivion knows more on this as part of it was in his map making tutorial. Ask him, as i don't exactly believe that the above statement is true (even though i said it). I know it includes blocking the sun from the map, but don't know the details.
Re: Shadows [message #297946 is a reply to message #297890] Tue, 20 November 2007 15:45 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Mero has the right idea but here is the tutorial i made for it:
http://www.renhelp.net/index.php?mod=Tutorials&action=view&id=14

I refer to this idea as VIS Blocker.


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[Updated on: Tue, 20 November 2007 15:47]

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Re: Shadows [message #297949 is a reply to message #297890] Tue, 20 November 2007 16:05 Go to previous messageGo to next message
Bulldawg is currently offline  Bulldawg
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so lets say i follow the tutorial and i did this on hourglass. would i just open hourglass.mix? what files should i be looking for?
Re: Shadows [message #297951 is a reply to message #297890] Tue, 20 November 2007 16:16 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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For that you need to get the source .lvl from the westwood ftp:

ftp://ftp.westwood.com/pub/renegade/tools/Multiplayerlevels.zip


Open RenX/Max 8 and create a box using the VIS Blocker idea. Don't hide this box and make it double sided so you will be able to see it.

In LE, place the box as terrain and adjust its size accordingly. When the right size is found you can then hide the box, also to make sure nothing gets through you can also clone the box and make it enclose your original VIS Blocker.


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Re: Shadows [message #297984 is a reply to message #297951] Tue, 20 November 2007 19:03 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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There's another way to cast shadows forcefully onto terrain. Create a box or object that hangs over the whole map and in the W3D Tools check Hide and Shadow. The box will then cast a shadow.
I think that doing this on Hourglass would not work as the shadows that the buildings cast are "baked" onto the texture (ie. lightmap) so the shadows will still be there.


nopol10=Nopol=nopol(GSA)

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Re: Shadows [message #298012 is a reply to message #297951] Tue, 20 November 2007 21:52 Go to previous messageGo to next message
Bulldawg is currently offline  Bulldawg
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Oblivion165 wrote on Tue, 20 November 2007 18:16

For that you need to get the source .lvl from the westwood ftp:

ftp://ftp.westwood.com/pub/renegade/tools/Multiplayerlevels.zip


Open RenX/Max 8 and create a box using the VIS Blocker idea. Don't hide this box and make it double sided so you will be able to see it.

In LE, place the box as terrain and adjust its size accordingly. When the right size is found you can then hide the box, also to make sure nothing gets through you can also clone the box and make it enclose your original VIS Blocker.


i tried to start my renx and it started gmax and i dont have a serial to completely install it. Sad on top of that id have a hard time following you directions since iv never use the program before. Sad


is there anyway u could do it for me for walls flying, complex, hourglass, canyon, islands, mesa, and volcano. assuming it doesnt take long.

[Updated on: Tue, 20 November 2007 21:54]

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Re: Shadows [message #298030 is a reply to message #298012] Wed, 21 November 2007 01:40 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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Go here to register gmax:
http://www.turbosquid.com/registergmax/


nopol10=Nopol=nopol(GSA)

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Re: Shadows [message #298056 is a reply to message #297890] Wed, 21 November 2007 09:48 Go to previous messageGo to next message
Bulldawg is currently offline  Bulldawg
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k got it to work but now it wont let me open to map file in gmax. iv never used gmax before, could someone walk me through what i need to do.

apprently file>open isnt the way to go. Oo
Re: Shadows [message #298071 is a reply to message #298056] Wed, 21 November 2007 11:10 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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nopol10 wrote on Tue, 20 November 2007 19:03

There's another way to cast shadows forcefully onto terrain. Create a box or object that hangs over the whole map and in the W3D Tools check Hide and Shadow. The box will then cast a shadow.


You could also just turn off the sun Thumbs Up


[Updated on: Wed, 21 November 2007 11:11]

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Re: Shadows [message #298171 is a reply to message #298071] Wed, 21 November 2007 20:26 Go to previous messageGo to next message
Bulldawg is currently offline  Bulldawg
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Jerad Gray wrote on Wed, 21 November 2007 13:10

nopol10 wrote on Tue, 20 November 2007 19:03

There's another way to cast shadows forcefully onto terrain. Create a box or object that hangs over the whole map and in the W3D Tools check Hide and Shadow. The box will then cast a shadow.


You could also just turn off the sun Thumbs Up


how would i do that?
Re: Shadows [message #298806 is a reply to message #297890] Sat, 24 November 2007 23:46 Go to previous message
Veyrdite is currently offline  Veyrdite
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Lighting->Sun settings
Set its strength to minimum

Something along the lines of that


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