Posted By: HenWoll
PSSM Shadows with transparency entitie Problem - 01/27/17 07:40
Hi everyone,
Since I dont wanted to spam the [what are you working thread ]
so I start here a new Thread and hope you can help me
I have a strong alpha channel problem with entities when im using PSSM shadows, I have already tried almost all flags, but I get the entites not on ignore the Shadow, The only flag that triggered something was the overlay flag, But it had the appearance that I had the shadow simply inverted around.
I have remove already Shade-c from the Projekt for tested pssm Shadows.
I have also searched the forum afterwards but I have not found any really similar posts.Which surprised me a bit since I seem to be the only one
The 2 models on the view are put on invisible (100% alpha) muzzle fire & reload sprite,To the left of the building you can see an orange lansflare which is also affected by it
and here the same screenshots with the overlay flag
I hope you understand my problem.
here the default main code
so and here the flags from the muzzle fire model
Since I dont wanted to spam the [what are you working thread ]
so I start here a new Thread and hope you can help me
I have a strong alpha channel problem with entities when im using PSSM shadows, I have already tried almost all flags, but I get the entites not on ignore the Shadow, The only flag that triggered something was the overlay flag, But it had the appearance that I had the shadow simply inverted around.
I have remove already Shade-c from the Projekt for tested pssm Shadows.
I have also searched the forum afterwards but I have not found any really similar posts.Which surprised me a bit since I seem to be the only one
The 2 models on the view are put on invisible (100% alpha) muzzle fire & reload sprite,To the left of the building you can see an orange lansflare which is also affected by it
and here the same screenshots with the overlay flag
I hope you understand my problem.
here the default main code
Code:
function main() { video_mode = 10; // video_set(sys_metrics(0),sys_metrics(1),0,1); video_set(1024, 768,0, 2); shadow_stencil = 8; // activate external shadows shadow_lod = 1; // works also for PSSM // def_move(); for(you = ent_next(NULL); you; you = ent_next(you)) set(you,SHADOW); // adjust camera and bias, activate PSSM camera.clip_far = 11000; camera.clip_near = 1; pssm_fbias = 0.004; pssm_run(4); mat_shadow.alpha = 25; //transparency of dynamic shadows shadow_mode = IGNORE_SPRITES+IGNORE_PASSABLE+IGNORE_PASSENTS+IGNORE_PASSENTS; shadow_threshold = 80; // 80 shadow_offset = 2.5; mouse_map = mouse; max_entities = 2000; camera.arc = 70; // set camera.arc to a proper value for shooter games fps_max = 80; // limit the frame rate to 75 fps (not really needed) wait(1);
so and here the flags from the muzzle fire model
Code:
function set_weaponMuzzle() { //set(my,PASSABLE | LIGHT ); set(my,PASSABLE | TRANSLUCENT | BRIGHT |LIGHT|ZNEAR|OVERLAY|PASS_SOLID); //set(my,PASSABLE | TRANSLUCENT | BRIGHT | PASS_SOLID |OVERLAY|LIGHT| NOSHADOW| FLAG2|SHADOW| ZNEAR); // set(my,PASSABLE | TRANSLUCENT | BRIGHT | ZNEAR); my->alpha = 0; // my->ambient = -50; while(player) { if(weapon_active > 0 && my->alpha > 0) { my->alpha -= 50 * time_step; my->lightrange = 150; } else { my->alpha = 0; my->lightrange = 0; } wait(1); } }