Fraser 10 Posted June 18, 2010 I'm sorry if this has been asked before, i did use the search button and couldn't find anything. Now for the question, How do i make a road (which is a plain) have a shadow? Thanks in advance. Share this post Link to post Share on other sites
namman2 0 Posted June 18, 2010 have you tried giving it a shadow lod? Share this post Link to post Share on other sites
Fraser 10 Posted June 18, 2010 Yes i have tryed, but it didn't work. Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 19, 2010 Well it should have if it was done correctly, unless shadows are hard-code blocked ingame ...... because lets face it, why would BIS expect roads to have shadows? If you change the class of the addon (like to a house or something), does the shadow work then? Share this post Link to post Share on other sites
Fraser 10 Posted June 19, 2010 I don't want the road to have shadows, but to allow other objects to cast shadows on the road. Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 19, 2010 Finally we get the question, but unfortunately you are providing no information. What road did you start from as a base? Have you copied all aspects of BIS's roads? Whats your source surface texture? etc etc Share this post Link to post Share on other sites
I.M.G. 0 Posted June 19, 2010 a copy of 'asf25.p3d' (ArmA I) with.. 'asf_new_co.paa' 'asf.rvmat' 'asf_new_nohq.paa' 'asf_new_sm.paa' RVMAT----------------------------------------------------------- ambient[] = {1.0,1.0,1.0,0.99}; diffuse[] = {1.0,1.0,1.0,0.99}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {0,0,0,1}; specular[] = {0.2,0.2,0.2,1}; specularPower = 300; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "cl_police\roads\asf_new_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage5 { texture = "#(rgb,8,8,3)color(1,0.2,1,1,SMDI)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(7.53,5.44)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; CONFIG---------------------------------------------------------------- class cl_tarmac: Static { scope = 2; access = 1; cost = 0; mapSize = 29; faction = "CIV"; destrType = "DestructNo"; icon = "\cl_police\roads\tarmac_icon.paa"; model = "\cl_police\roads\asf25.p3d"; displayName = "Tarmac"; accuracy = 0.3; ladders[] = {}; vehicleClass = "cl_buildings"; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 19, 2010 @IMG Are you providing the info on behalf Fraser, or posting a suggestion ?! BTW, DO NOT USE PSP + the PAA Plug-in to create your textures, it WILL create shadow issues + a whole bunch other problems in ArmA2. Share this post Link to post Share on other sites
Fraser 10 Posted June 19, 2010 He was providing info on behalf of me. We use texture viewer 2 to convert to paa. Share this post Link to post Share on other sites
-martin- 10 Posted June 19, 2010 (edited) Did you set up everything in O2? You must make sure that the whole road model has it properties set to "on surface" and that the correct named properties are present in the model, if there are bad named properties the engine will take the model as a different model instead of a road thus other models will not be able to cast their shadow on the road. Why don't you write the named properties that you are using in the model and the model properties? We would love to help but its just so hard trying to figure out what the problem is when there is not even a little clue to work with. Named properties for road are: Class: Road Map: Road or Map: Main Road Let us know how you get on :smile: EDIT: I know that this problem is not texture related but model related because I sometimes remove named properties from roads so that I can move them around with the mouse in Visitors Bulldozer, but their shadow disappears until I put the names properties back. Edited June 19, 2010 by -Martin- Added some info Share this post Link to post Share on other sites
Synide 0 Posted June 20, 2010 Additionally to Martin's post which should be your main problem... Is there some special reason you want to use a 'Super' shader on a road? Most people tend towards 'PixelShader=NormalMapSpecularMap' and 'VertexShader=NormalMap' for a simple road portion. Bit of an overkill imo to use a super shader and may also be contributing to your shadowing problem. Share this post Link to post Share on other sites