Panda-PL- 0 Posted December 3, 2007 Ok, I have use a semi-transparent texture for parts of mdel, however when lightning direction is at some angles these semi-transparent faces happen to be under shadow LOD's geometry and they become dark (not only the non-transparent bits, but also the fully transparent part of texture). Is there any way to stop shadow from being casted onto these faces? Share this post Link to post Share on other sites
RN Malboeuf 12 Posted December 3, 2007 How are you making shadows ? there're different ways engine can cast shadows. Share this post Link to post Share on other sites
Synide 0 Posted December 4, 2007 oohhh, good question... hmmm... must try that sometime... maybe find the faces in the shadow lod that overhang your transparent surface and flip the normals?? dunno, wild stab in the dark there... Â edit: nahh.. that's a stupid idea... 'cause then your shadow for those faces would'nt cast properly at 'other' angles... hmmm... pondering... what about adding an rvmat to the transparent faces, with 'NoZWrite' and 'AddBlend' in it... Share this post Link to post Share on other sites
Panda-PL- 0 Posted December 4, 2007 what about adding an rvmat to the transparent faces, with 'NoZWrite' and 'AddBlend' in it... I really dunno... I used a separate texture for eyeleashes and now when half of face is in shadow of the helmet the soldier looks like if one used an eyeliner or something... Afaik there is no shadow on muzzle flash in any rifle, even ones not using proxies so it might be one of the RVMAT properties or settings. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted December 4, 2007 if it's character model then shadow is generated via shadowwvolume lod. remove or scale part you doslike to achieve result needed Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 12, 2007 Any winners ? I'm trying to get 1 plane from casting a shadow on a nearby plane. The plane is square but the shadow itself is now the texture shape with its transparent edges. I dont want those shadows. A static model, a cloud in fact made from multiple planes. Share this post Link to post Share on other sites
Panda-PL- 0 Posted December 12, 2007 Gnat @ Dec. 12 2007,12:24)]Any winners ?A static model, a cloud in fact made from multiple planes. Nope, i abandoned the idea. I have noticed that there are still .pan type textures in ArmA CA folder and that _CO.Paa type texture (0/1 alpha) is shadowed properly. But I don't think that you would like to use one. I am not sure if even the cloudlets models don't have shadows on them. The dusty ones do, the fire seems not to (but it can be caused by emissive= or forcedSpecular settings). Share this post Link to post Share on other sites
DaSquade 0 Posted January 27, 2008 With the help of Adam i was able to fix my shadow casting on faces that doesn't need it. A simple rvmat witht he NoZwrite code did the trick. There is one in the Ca pbo of BIS itself. I'm not on my computer, but it was called something like empty_nzw.rvmat. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 28, 2008 Yep, Thx, that seems to work, but now I can't get a nice flat colour. Doesn't seem any way to get white to stay white no matter what angle you view it at .... Share this post Link to post Share on other sites
DaSquade 0 Posted January 30, 2008 Hm, wild guess as i do'nt have much experience with rvmat's myself, but have you played around with the "forced diffuse"? Downside is, again if not mistaken, you will loose a lot of your original colour as the effect is putting an 'layer' over your texture... Share this post Link to post Share on other sites
Panda-PL- 0 Posted January 30, 2008 Gnat @ Jan. 28 2008,03:27)]Yep, Thx, that seems to work, but now I can't get a nice flat colour.Doesn't seem any way to get white to stay white no matter what angle you view it at .... Using specular map? Try setting the red channel of your SM to 1 (full white). Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 30, 2008 Quote[/b] ]Thx, that seems to work, but now I can't get a nice flat colour. if you need just flat pure color - there's no need to make actual shader map. use texture = "#(argb,8,8,3)color(1,1,1,1)"; in rvmat those 1's are rgb color + alpha. play with it Share this post Link to post Share on other sites
sparky 0 Posted January 30, 2008 well, i'm not so expert. but as far as i know noZwrite, is to disable the Z Buffer for these faces (has to do with hidden faces). Now for shadow on glasses, the solution is ambient[] = {1, 1, 1, 1}; diffuse[] = {1, 1, 1, 1}; forcedDiffuse[] = {0, 0, 0, 0}; emmisive[] = {0, 0, 0, 1}; specular[] = {0, 0, 0, 0}; specularPower = 0; PixelShaderID = "AlphaNoShadow"; VertexShaderID = "Basic"; renderFlags[] = {"NoColorWrite"}; this is for sklo-pass2.rvmt, the 2nd pass on the glass. it's exactly the same with BIS, only with one difference. here BIS has PixelShaderID = "AlphaShadow"; Again, sorry, if i misunderstood the discussion on this thread. Share this post Link to post Share on other sites