DTS shadows fail on mirrored brushes
by Stanley Tsang · in Constructor · 04/25/2007 (10:23 pm) · 3 replies
This might be a known problem already. But I'll mention it here just in case someone else has the same problem. Be careful about mirroring brushes (by doing a Planar scale of -1 on the X-axis). I found for brushes where I did this, they looked fine except that the player's shadow would not display on them. If you want to test this out, here's what I did. I created a wedge, exported it. Then scaled it along the X-axis by -1 and exported it again. If you put both dif objects in your scene, you should see that your player's shadow only displays on the un-mirrored diff.
#2
04/26/2007 (7:38 am)
Thanks for the notice Matt. Great tool by the way, and it came just when I was done all the programming and ready to create some levels :)
#3
I bet the lighting is still coming from the original vector and not from the the mirrored object's new reference...so; shadow is probably on the inside of the shape!...or other such weirdness; normals reversed and not catching light...yadda.
Thanks for heads up.
04/28/2007 (7:36 am)
Interesting....WorldCraft/Hammar used to do something similar to cloned/duplicated/mirrrored brushes, too. Like all the data from the parent isn't being 'cloned'/parsed to child.I bet the lighting is still coming from the original vector and not from the the mirrored object's new reference...so; shadow is probably on the inside of the shape!...or other such weirdness; normals reversed and not catching light...yadda.
Thanks for heads up.
Associate Matt Fairfax
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