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alpha texture shadow problems

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I've made an handrail for a house, the handrail is a texture with alpha channel.

how can I have the shadow of this texture casted on the model itself?

I mean if I put the face textured in the shadowVolume LOD, I see not the handrail, but the whole shadow of the face (a square shadow, instead of the texture one)... can someone help me?huh.gif

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For shadow answers _as.paa - Maybe convert to 32 bit tga, no rla compression and edit under Adobe CS It don't change colors. ?

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you could just model the handrail using a square/4 point circle

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this is what I mean:

the model without ShadowVolume LOD:

noshadowqv8.jpg

Now I added the ShadowVolume LOD:0.000:

shadowby5.jpg

as you can see even if I added also in this LOD the handrail texture to the model, nothing has changed... sad_o.gif

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When you save the texture (presumably with TexView2), are you just saving it as filename.paa? or are you using the correct Texture Naming Conventions? If you're only using the former, then try saving the texture as filename_ca.paa and see if it works then. Or, as YacieK suggested, try saving it as filename_as.paa

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thanks, I'll try it as soon as possible... for textures i don't use the Texture Naming Conventions... at least for simple RGB textures

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Stencil buffer shadows (those sharp polygons) are not able to use alpha transparency. They are drawn by extruding triangles from ShadowVolume lod.

If you choose shadow buffer casting (used on trees) you can have alpha transparent textures in shadow casting lod (you define this by properties in geometry lod) BUT you will be still limited by texture resolution (ArmA casts this shadow using single 2048x2048 texture for whole scene)

At this perticular model I supose to dont put the rail in the shadow at all.

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