With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
Old WQ3 forum - archived. Links may not work.

Real Shadows

Postby Chilli » Fri Feb 23, 2007 11:14 am

Hi :D

i would like to find a way to implement real shadows without the bug of shining through walls (Q3 bug)

everyone who knows aproaches from other mods on this issue pls feel free to post

greets :twisted:
CTF isn't a game, it's the ultimate showdown between RED and BLUE :-)
User avatar
Chilli
Drifter
 
Posts: 10
Joined: Tue Jan 30, 2007 3:54 pm



http://xreal.sourceforge.net

Postby Chilli » Fri Feb 23, 2007 7:43 pm

looks good what they do :

dynamic lighting and shadowing on everything: world surfaces, brush model surfaces, .md3 surfaces and .md5 surfaces
#

[cg/r]_shadows
1 = blob
2 = planar projection
3 = stencil shadow volumes (Doom3/Nvidia style)
4 = variance shadow mapping
CTF isn't a game, it's the ultimate showdown between RED and BLUE :-)
User avatar
Chilli
Drifter
 
Posts: 10
Joined: Tue Jan 30, 2007 3:54 pm



xreal

Postby Chilli » Fri Feb 23, 2007 8:35 pm

asked around on there irc, but the main coder is not available for some time (studying) so all information i got so far is this :
------
<Chilli_> question : does anyone know how to fix the q3 shadow bug (cg_shadows 2 shines through walls) i allready asked in german #xreal, they said Tr3b/trebor is the man, but he has no time (studying)
<Wudan> it's a stencil issue
<Wudan> you need to make the 'far' caps stop at the wall, takes work
<Wudan> no idea how to do it cleanly
<Chilli_> i try an email to quake3@icculus.org perhaps they have a look thx for answer
-----

so i email quake3@icculus.org, perhaps they take an aproach on it
CTF isn't a game, it's the ultimate showdown between RED and BLUE :-)
User avatar
Chilli
Drifter
 
Posts: 10
Joined: Tue Jan 30, 2007 3:54 pm



Postby Breli » Fri Feb 23, 2007 8:50 pm

Go Chilli Go!

:)
SG name: =SG= BRELI

Harmonica: Did you bring a horse?
Gunmen: Looks like we are short on one horse!
Harmonica: No. You brought two too many.
User avatar
Breli
SG Team
 
Posts: 906
Joined: Mon Jul 18, 2005 10:08 am
Location: Germany



Postby hika » Thu Mar 01, 2007 1:29 am

Thanks to your report, I have provided a temporary solution, in the mod code, since it is a Quake 3 engine issue.
About how I implemented this:
if anybody ever try to take benefit of this bug, the mod will force the cg_shadows cvar to be changed to the default value, which is 1.

It will be in the next version for testers.
SG name: Manchot
SG fansite: http://western.bsdmon.com
Image
userbar originally created by Caffeine
User avatar
hika
SG Team
 
Posts: 703
Joined: Thu May 25, 2006 2:32 pm
Location: Trévoux, France




Return to Bug Report

Show Sidebar
Show Sidebar

User Control Panel

cron