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Problem with bes2_bldg_base

Posted: Sat May 14, 2011 3:35 pm
by modmaster13
Ok, so I had this problem for a while now, the courtyard base have unknown shadows casting. Here are a couple of pics:
Hidden/Spoiler:
ImageImageImage
There are no shadow regions in that area. I am using AQT's Improved Bespin Assets. Is there something wrong with this model? :?

Re: Problem with bes2_bldg_base

Posted: Sat May 14, 2011 6:43 pm
by AQT
Off-topic: Shadow regions do not remove or add shadows; they change the color of the lighting in the areas they encompass to whatever color was set.

On-topic: I really don't see what the problem is here. In the real world, tall and huge structures tend to cast long shadows that cover large areas when the sun is in the right positions. Could this possibly be the case here considering that the courtyard is practically surrounded by big buildings? I would say yes.

P.S. :?

Re: Problem with bes2_bldg_base

Posted: Sat May 14, 2011 9:15 pm
by RevanSithLord
I agree with AQT on this one. The shadows look natural to me. It all depends on where the sun is at. In real life there are buildings that cast such large shadows. I don't see this as a problem.

Sorry if I didn't help there.

Re: Problem with bes2_bldg_base

Posted: Sat May 14, 2011 9:23 pm
by Marvel4
Umm, you didn't understand him. I think he means the shape of the shadows, they don't look like the building. :)

Re: Problem with bes2_bldg_base

Posted: Sat May 14, 2011 9:25 pm
by RevanSithLord
Hmm, you're right. On second glance it does look a little off....

Re: Problem with bes2_bldg_base

Posted: Sat May 14, 2011 10:52 pm
by FragMe!
The light is coming though the windows if you'd like to put it that way even though there is a wall behind them.

Meaning since there is nothing (shadowvolume in particular) to stop the light it doesn't cast a shadow it is a quirk of the game and shadowvolumes. If there was a shadowvolume with an inward facing poly where the windows were it would block the light and therefore cast a shadow.

And from the artguide doc "Also, the mesh must be completely closed without any open ends or polygons"

Re: Problem with bes2_bldg_base

Posted: Sun May 15, 2011 4:56 am
by DarthD.U.C.K.
the shadowvolume doesnt have to be closed. if it is open somewhere the edges will be welded automatically. if your problem really is the shadowvolume, then try to make a msh.option file with "-highresshadow", open the msh in a hexeditor, sreach for "sv" and "shadowvolume" and rename them to something else.
weird...i think i wrote the exact same thing already somewhere else

Re: Problem with bes2_bldg_base

Posted: Sun May 15, 2011 11:14 am
by modmaster13
DarthD.U.C.K. wrote:the shadowvolume doesnt have to be closed. if it is open somewhere the edges will be welded automatically. if your problem really is the shadowvolume, then try to make a msh.option file with "-highresshadow", open the msh in a hexeditor, sreach for "sv" and "shadowvolume" and rename them to something else.
weird...i think i wrote the exact same thing already somewhere else
Yeah you posted something like that in a previous topic...I tried to look for what could possible casting that shadow but there is no building in the way at all. I'll try removing shadow volume from the model like what Darth D.U.C.K. said. :wink:

EDIT: Man, this may turn into a how-to-get-rid-of-shadow-volume topic...The "shadow volume hex is:

73 68 61 64 6F 77 76 6F 6C 75 6D 65

If I want to rename it, should I change it to this (hhadowvolume) :

68 68 61 64 6F 77 76 6F 6C 75 6D 65

Or should I type it in the text section?

I also updated my bes2_bldg_base.msh.option file:
Hidden/Spoiler:
-bump bes2_bldg_edge_piece -highresshadow

Re: Problem with bes2_bldg_base

Posted: Sun May 15, 2011 6:16 pm
by AQT
modmaster13 wrote:Or should I type it in the text section?
It doesn't matter since the change would apply to both sections but in their respective forms.

And you won't be getting a new shadow using -highresshadow or -hiresshadow in the .msh.option with a MSH that large.