Tree shadows

A Tutorial for Counter-Strike: Source

Members see zero ads. Signup for free

Tree shadows

** this tutorial assumes you have basic knowledge with hammer and know how to use overlays/decals etc ** Right My first tutorial, well on here anyway, this is a small but effective guide to shadows on trees. The most common shadows are created using prop_static but basically creates a rough shadow, but on trees other objects like this which can cause quite poor finishes, then there's the prop\_dynamic shadowing which creates a very realistic shadow at the expense of cpu power So this is for all of the people out there which i believe is a lot, a tutorial on creating simple but effective shadows, which is used on cs\_miltia All you have to do is simple place your prop\_static tree down in your map on its properties make sure you disable its shadows next filter the texture decals/milleavesshadow and use an info\_overlay to drop it on the floor
you'll have to slightly modify its size to fit nicely to your flat or displaced floor, although be careful on how many and how big of a displaced area you use overlay/decals on otherwise you'll get OVERLAY\_BSP\_FACE\_COUNT compile error, see the screenshot for results of this tutorial. Hope this helps and if you need any help just message me.
  • To people who stumble upon this tutorial nowadays: don't use these unorthodox methods! There's a simple VRAD compile command that can create _perfect_ polygon generated shadows. More info: http://www.nodraw.net/2010/12/lighting-compile-options/
    They're tasty!
    URL to post:
  • nay0r avatar
    nay0r Joined 17y ago
    Offline
    6,499 points Ranked 946th
    13 medals 1 legendary 2 rare
    • 10 years a member Medal icon
    • 25 posts awarded Exemplary Feedback Medal icon
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    11y
    Thanks, and yeah totally agreed a good setup of the lightmap scales in the correct places on a map can make a super finish
    Bananite
    URL to post:
  • damagefilter avatar
    damagefilter Joined 11y ago
    Offline
    3,629 points Ranked 2139th
    11y
    Yeah it looks good no doubt. But from what I can say, lower lightmap scales can look very good, for sure, vrad takes longer to render and all that stuff, but I think for a final map it can be used, just for the optical factor. And when I use them (like with a scale of 4) the shadows are looking very good. Anyway. Good Guide. ;)
    Cannibal avatar
    Mantra
    Cannibal
    URL to post:
  • nay0r avatar
    nay0r Joined 17y ago
    Offline
    6,499 points Ranked 946th
    13 medals 1 legendary 2 rare
    • 10 years a member Medal icon
    • 25 posts awarded Exemplary Feedback Medal icon
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    11y
    True but you never really get good shadows with prop statics even with lower lightmap scales, which will just increase the vrad timing and the bsp size just easier to snap an overlay under it like this :) i just came to realise hardly anyone knew about this simple technique but can be very useful and in my opinion looks good
    Bananite
    URL to post:
  • damagefilter avatar
    damagefilter Joined 11y ago
    Offline
    3,629 points Ranked 2139th
    11y
    Pros: A nice technique to produce shadows on displacements. Didn't know that by myself, even it's obvious :D Cons: 0o Improvements: You can add, that if the ground your model stands on is not a displacement, it's more dynamic to alter the Lightgrid size to let vrad render more detailed shadows of what model you ever use on your prop_static. (what is not hard to understand, I'm just not good in explaining things)
    Cannibal avatar
    Mantra
    Cannibal
    URL to post:
  • Avenger093 avatar
    Avenger093 Joined 11y ago
    Offline
    11y
    Pros: Excellent tutorial. Easy to read and understand. 10/10 Cons: none Improvements: none Notes: You can spell! Make more tutorials on how to improve map quality.
    Remember, that you too must di avatar
    Mantra
    Remember, that you too must di
    URL to post:
  • BaNanA2012 avatar
    BaNanA2012 Joined 11y ago
    Offline
    201 points Ranked 55088th
    11y
    Pros: My maps are going to look better Cons: none Improvements: none Notes: yay
    Bananite
    URL to post:
  • Logan Dougall avatar
    Logan Dougall username pic Joined 13y ago
    Admin
    Offline
    Half Life Storm Flag Affiliation: Half Life Storm
    20,111 points Ranked 247th
    40 medals 3 legendary 9 rare
    • Achieved Admin clearance Medal icon
    • 500 posts awarded Exemplary Feedback Medal icon
    • 10 years a member Medal icon
    • 50 posts awarded Exemplary Feedback Medal icon
    • 100 posts awarded Exemplary Feedback Medal icon
    • 200 posts awarded Exemplary Feedback Medal icon
    Logan Dougall avatar
    Logan Dougall
    Half Life Storm Flag
    Affiliation
    Half Life Storm
    Admin
    11y
    Simple but very effective, all these little tricks build up the overal quality of maps. Have to say, even this one I didn't even think of :P overlay based shadows....hmm, may have to play with that along with custom textures, very easy to make. Tutorials good, but some minor formatting might be nice, some bold text on names etc, colour formatting etc :P
    Structural Designer / Dad :)
    URL to post:
  • GusMac avatar
    GusMac Joined 13y ago
    Offline
    1,710 points Ranked 21128th
    11y
    Nice Nath, will try this out as it saves having to use a million prop_dynamic
    better for being baked avatar
    Mantra
    better for being baked
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Key Authors
nay0r
Unknown

Submitter

nay0r avatar
nay0r Joined 17y ago
Offline
6,499 points Ranked 946th
13 medals 1 legendary 2 rare
  • 10 years a member Medal icon
  • 25 posts awarded Exemplary Feedback Medal icon
  • 6 years a member Medal icon
  • Reached 1,000 Points Medal icon
  • Reached 2,500 Points Medal icon
  • 1 post awarded Exemplary Feedback Medal icon
nay0r
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Details

Difficulty Level
Beginner

Attributes

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+
  • 5
  • 5.8k
  • 9
  • 11y
  • 7y

More Mapping Tutorials