** 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/
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. ;)
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
Pros: A nice technique to produce shadows on displacements. Didn't know that by myself, even it's obvious :D
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)
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