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FPS Creator X10 / shadows x10

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mgarand
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Location: The Netherlands
Posted: 7th May 2009 21:11
Mayve you all saw in x9 nice shadows

they did this

lightmapsize=1024
lightmapquality=100

but if i do this in x10 i dont get those nice shadows
anyone know how to get those nice shadows in x10

The Next
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Posted: 7th May 2009 21:27 Edited at: 7th May 2009 21:28
That wont work in X10 as we already have the highest possible lightmapping that the engine can use. Where as X9 uses a very old light system and the shadows are rubbish by default. No hope of getting them any better.

But if anyone does have a a way then sure share it but i tried tonnes of things and none of them make any difference.

Jingle Fett
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Posted: 8th May 2009 19:48
Interesting, I'd have thought X10 would allow this...

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mgarand
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Posted: 8th May 2009 19:50
well i had nice shadows, but look at the shadows of x9 amazing, by adding

lightmapsize=1024
lightmapquality=100

game freak16
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Posted: 8th May 2009 20:08
I think he means for static entities. The shadows for static entities in x10 look like crap compared to the shadows in x9. I have both and that was one of the first things i noticed when i bought x10. My only solution is to make all of your entities dynamic, not static.

The Next
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Posted: 8th May 2009 20:29
Yeh i have noticed the difference between static and dynamic objects may be something we should bring to Lees attention some time.

mgarand
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Posted: 8th May 2009 20:44
yeh

Nomad Soul
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Posted: 12th May 2009 03:08
I agree. The light / shadow mapping looks better in FPSC X9 than X10 when increasing the lightmaptexsize and quality values.

Also I've been experimenting with lightsources in a room with a character walking around and noticed that you get nice dynamic soft shadows cast from them but only get to see the shadow if you are very close to the character. Also the shadow cast from them doesn't appear to be in relation to lights so you don't get shadows cast across a room from them or moving according to where light sources are placed.

I wouldn't have minded so much but in the X10 tech demo video the character shadow cast looks much better than what I've seen in game.

For example watch from 2:00 in this video:
http://www.youtube.com/watch?v=5BqbBPJmKws&feature=related

and from 1:04 in this video:
http://www.youtube.com/watch?v=YQ3VhbyPLbo

Now compare with the attached in game picture. It looks a lot better in the tech video than in reality.

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mgarand
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Posted: 12th May 2009 14:17
youre right

Nomad Soul
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Posted: 13th May 2009 03:35
Let me give you an example.

Attached is a screenshot taken from the tech demo showing a soft stencil shadow cast from a character.

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Nomad Soul
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Posted: 13th May 2009 03:35
Now here is an in game pic showing some static barrels with a light source. You can see how far the shadows are being cast from the light but when compared with the characters shadow it doesn't hold up well but looks much better in the tech demo.

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Coach Shogun 20
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Posted: 13th May 2009 04:02
Odd, I've always heard that the static entities are worse, but those are clearly better. No where near as nice as in the tech demo, but then again lots of stuff from the tech demo was cut. (being able to change the color of particle effects in test game for instance, as well as using the keyboard to control map features instead of the sliders.)

ricwid
User Banned
Posted: 14th May 2009 12:32
Im with you on that the shadows arent like they should be!
And in some modellpacks theres no shadows at all!
R
mgarand
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Posted: 14th May 2009 22:51
got it! i think its good enough for x10

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Coach Shogun 20
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Posted: 14th May 2009 23:05
That is pretty awesome mgarand

mgarand
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Posted: 14th May 2009 23:34
ty, i tried many stuff

The Next
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Posted: 15th May 2009 00:03
how did you create that one

The Next
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game freak16
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Posted: 15th May 2009 00:15
@ Nomad Soul
Look at the static entities them selves. The barrels look blocky where in x9 they look smooth when they are static. I have never noticed the character shadow thing. Hopefully Lee looks at this thread.

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