Game Development Community

Invisible Detail Brushes Casting Shadows

by Scott Doerrfeld · in · 10/26/2006 (8:23 am) · 12 replies

I am using detail brushes with a null texture to create invisible barriers in my .dif file. The downside to this is these invisible brushes are casting shadows when I use TLK (and now TGE 1.5).

How do I get invisible barriers that don't cast any shadows? I have searched the forums and haven't found any real solution.

#1
10/26/2006 (8:24 am)
Im not sure you can.
#2
10/26/2006 (8:29 am)
Normal brushes is what I use to create invisible barriers, and I see no shadow casted from them.
#3
10/27/2006 (6:24 am)
I just used a normal brush set to NULL texture and indeed, a shadow is created.

:(
#4
10/27/2006 (6:30 am)
Hm. Was it present in 1.3 or 1.4?
#5
10/27/2006 (6:42 am)
Yes definitely in 1.4. It receives no shadow from the sun, but yes from any TLK lights.
#6
10/27/2006 (6:47 am)
I noticed something like that in the telephone poles in the Gilman St Project in 1.4(2), you could walk on the wires, but they cast a huge block shadow on the ground.
#7
10/27/2006 (2:26 pm)
If you want invisible stuff which doesn't affect the lightmaps, use collision-only DTS models and load them as StaticShapes (you need to declare a StaticShapeData datablock for those). They won't generate shadows.
#8
10/27/2006 (3:45 pm)
Try using collision brushes instead. They're invisible and only collide with players/vehicles, so projectiles don't hit invisible walls. Also they don't affect the lighting.
#9
10/28/2006 (12:26 am)
Yeah I guess the problem with the collision brushes is they deactivate all the collision in the map. That is, simply having one collision brush turns off all the collision. Which is definitely not what I want!

Using a dts collision scheme, although it would work, just seems silly when bsp would be so much more efficient. It seems there should be an easy way to do this.
#10
10/28/2006 (11:15 pm)
Are you sure thats how they work? I'm not sure why anyone would want a single collision brush to override all other collision, thats very weird. I do know we've used this technique in several projects, though I don't know offhand how this was handled. I thought the brushes were used along with existing brushes, not instead of them.
#11
10/29/2006 (10:22 am)
Well what's weird is even the collision brush doesn't have collision. I am using the map2dif_plus.exe that comes with the latest version of 3d World Studio. Perhaps this isn't the latest version?

Nevermind...I just tried with the latest map2dif_plus.exe that comes with Torque 1.5. Same results.
#12
10/31/2006 (1:17 am)
Try using map2dif.

Make sure to report the map2dif_plus bug (and map2dif if it doesn't work in there either) in the TGE bug report forum so this gets checked out.