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Post Info TOPIC: disabling the shadows on BSP/SM


Unreal Old Friend

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disabling the shadows on BSP/SM
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Hello there!
I'm working on a lot of maps at the same time, and I've got a big problem I can't solve by myself confuse.


I have a big fan rotating within a round room. The sunlight (a moveable spotlight in dynamic lighting) cast shadow trough the fan. The shadows are made in real-time.

My problem is : the shadows could be seen UNDER THE FAN (green arrow) and ON A BSP PLANE (orange square) where it shouldn't be displayed.

Anyone has a tip to "occlude" the real-time shadowing? to disable the RT shadows on BSP and static mesheshmm


1295457048324.jpg

I'm also french, so I speak with frogglish. Merci de votre aide!


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Connoisseur of Bourbon!

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I think one of the guys here had a similar issue and may have fixed it. Can't remember for sure if they did or not??

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Unreal Old Friend

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Thanks for replying, but I can't find where it was posted here.
It's not very important, but the shadowing effect is so cool, I don't want to get rid of it.

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...

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Hi Foufoune :)

Cool to se another BU / Epic member here :)

I'm at work now so by instinct I would check your BSP surface & your SM properties, in your lighting channel properties & disable cast dynamic shadows or something similar.

I know Odedge had an issue of shadows displaying beneath the flags in his Greed-Hidrotik map. Since flags generate real-time shadows on all surrounding actor it may be the same settings to disable.

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Feedback-Master ..

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stevelois wrote:

Hi Foufoune :)

Cool to se another BU / Epic member here :)

I'm at work now so by instinct I would check your BSP surface & your SM properties, in your lighting channel properties & disable cast dynamic shadows or something similar.

On BSP, you can disable dynamic lighting in the surface properties. For SM, you want to check in the Collision section for the light channels.

I know Odedge had an issue of shadows displaying beneath the flags in his Greed-Hidrotik map. Since flags generate real-time shadows on all surrounding actor it may be the same settings to disable.

I don't recall that, but I do remember my flags in the greed version shot sparks through the BSP.  Fixed it by creating my own emitter.



 



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Unreal Old Friend

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It's over I think...
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Okay, so I tried:
-disabling the acceptance of the dynamic lightsno
-assigning different light channels : no
-changing the shadow projection technique : no
-changing the light shadow mode : no
-using inclusion/exclusion light volume : no

So i come to the conclusion that the (real time) shadows are all stencil shadowing, and add itself on every surface it can hit, no matter the type.

I will deal with it.
Thanks for your quick replys, it's encourage me to finish this map smile.


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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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RE: disabling the shadows on BSP/SM
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Foufoune_Rose wrote:

Okay, so I tried:

-disabling the acceptance of the dynamic lightsno
-assigning different light channels : no
-changing the shadow projection technique : no
-changing the light shadow mode : no
-using inclusion/exclusion light volume : no

So i come to the conclusion that the (real time) shadows are all stencil shadowing, and add itself on every surface it can hit, no matter the type.

I will deal with it.
Thanks for your quick replys, it's encourage me to finish this map smile.



 same conclusion here, i use this fraqn fan in lot of maps and i never have succed to get rid of thoses shadows...



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Connoisseur of Bourbon!

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Can you cover that part of the corridor with a SM to hide the shadows?

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Unreal Old Friend

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Nope.
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Yes, but the shadow drops on every surface inside the cone angle of the spotlight.
Also when the shadow hit a BSP surface, it "leak" on his surface, whatever his size (like on the corridor, it can stretch along it).

2011 : I discover the lighting sucks in Unreal engine 3 hmm.

Thank you all for your answers, UOF is a small and surprisingly active forum biggrin.


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...

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RE: disabling the shadows on BSP/SM
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Sorry to read it doesn't work after all your attempts disbelief

Still, I can understand you because I also had to deal with stuff that doesn't work as it should many time. Therefore, if you can finish the map & live with it, that' great smile


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French cat under acid

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if I remember well, there is an option called "shadow distance" on the "dynamic light environement" properties.
try to adjust this value so the bsp part you want are not inside the shadow projection range.

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