• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Buildings Shadows?

crossram

Charter Member
Old dog here, needs a bone tossed. I've done a search on the subject, with no tango.

I have two scenerys I'm working on, one an airfield (Bassingbourne station 121), and Keroman u-boat base.

For both, I've made many building, structures, and what I call a seawall layout, for Keroman. Both projects include hangars, or bunkers, that are open. Problem is, inside the 'buildings', there's no shadows. So, I'm missing something...any ideas what?
One other shadows thing, is on my seawall, that sits partly over water. Getting a couple shady spots on the water, where it shouldn't be. All could have the same problem.

Just getting back into gmax, and re-learning it. Guessing my problem is in gmax materials/textures??
 
Shaders expect stationary objects to have their textures inside the "buildings" sub-folder. Otherwise their shadows are rendered only up to a couple hundred meters away, like for aircrafts or other moving vehicles.

If you can't add your textures into that folder it is also possible to list their names under [Scenery] section in the TextureMagic.ini file.


There's also an issue which may cause long flat walls to have curved and detached shadows. This happens if a wall is made of triangles with a side longer than a couple of meters. You may need to divide such walls into smaller polygons (they can still be flat of course).

I.e. instead of this:
Code:
---------
|       |
---------

your walls should be more like this:

Code:
---------
| | | | |
---------
 
Shaders expect stationary objects to have their textures inside the "buildings" sub-folder. Otherwise their shadows are rendered only up to a couple hundred meters away, like for aircrafts or other moving vehicles.

If you can't add your textures into that folder it is also possible to list their names under [Scenery] section in the TextureMagic.ini file.

Thanks, AnKor! I'll look into it. All the buildings I made, have the .MDL, and textures inside their folder, in the buildings sub-folder.

Shadows (outside) are good on most. Interior shadows seem my main problem. I plan to check the 'transparency' of both the model, and the material/texture.

Suppose you understand, this is nothing involving your Shaders. Not even sure my rig will handle it, since my rig is real low end.

Appreciate the comments!
 
Back
Top