DarkPlaces - Model Shadows.
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DarkPlaces - Model Shadows.
Hello,
Here I have a few tree models, q3 format. As you can see, they load in-game fine, however, two main problems.


First thing to notice, the leaves are pretty fullbright. Here's the shader currently being played with for the leaves:
The comment out parts are from the original shader, as I've adjusted it some to how I understand the shader should be, for non-full bright leaves.
Also notice, that "dpshadow" is enabled in the shader, which leads me to my next issue.
In the second screenshot, you'l see a lack of shadows for leaves.
Although the second screenshot doesnt show it, with dpshadow enabled inside the shader, the leaves polygon casts shadows, ie, you get a square shaped shadow, not leaf shapes.
Can DarkPlaces not cast RT Shadows using the alpha layer of textures as a mask? And also, is there anyway to sort out the lighting for the leaves, so their not practically fullbright?
( DarkPlaces needs more, correct and up-to-date documentation. -.- )
Here I have a few tree models, q3 format. As you can see, they load in-game fine, however, two main problems.


First thing to notice, the leaves are pretty fullbright. Here's the shader currently being played with for the leaves:
- Code: Select all
models/mapobjects/oak/oakblaetter
{
//cull none
cull disable
nopicmip
dpshadow
{
map models/mapobjects/oak/oakblaetter.tga
alphaFunc GE128
//depthWrite
//rgbGen vertex
rgbGen lightDiffuse
}
}
The comment out parts are from the original shader, as I've adjusted it some to how I understand the shader should be, for non-full bright leaves.
Also notice, that "dpshadow" is enabled in the shader, which leads me to my next issue.
In the second screenshot, you'l see a lack of shadows for leaves.
Although the second screenshot doesnt show it, with dpshadow enabled inside the shader, the leaves polygon casts shadows, ie, you get a square shaped shadow, not leaf shapes.
Can DarkPlaces not cast RT Shadows using the alpha layer of textures as a mask? And also, is there anyway to sort out the lighting for the leaves, so their not practically fullbright?
( DarkPlaces needs more, correct and up-to-date documentation. -.- )
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
- Qrv
- Posts: 45
- Joined: Thu Oct 20, 2011 7:43 am
- Location: Stuck in a Slipgate.
Re: DarkPlaces - Model Shadows.
I do not understand many about shaders and darkplaces suppport. But for a texture with channel alpha this shader will work correctly (no fullbright) . Maybe this shader has innecesary lines
, I do not know how works the "dpshadow".
I do not know if darkplaces can cast shadows with a poligon with a texture with chanel alpha, or some transparency. I didn´t get it at the time
- Code: Select all
models/mapobjects/oak/oakblaetter
{
{
map models/mapobjects/oak/oakblaetter
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
I do not know if darkplaces can cast shadows with a poligon with a texture with chanel alpha, or some transparency. I didn´t get it at the time
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: DarkPlaces - Model Shadows.
Hmm, thanks for that Nahuel, it's still not quite right. I'm starting to wonder if its just DarkPlaces and not the shader, prehaps my expectations for DP engine is a bit beyond what it can actually do, I dunno.

Shader used:
As for "dpshadow" in shaders, Nahuel, it's supposed to allow 'stuff' to cast shadows. One usage for it, is to allow invisible brushes to cast shadows.
Taken from the DP Wiki:
Such a shader should be invisible in-game, but cast shadows. I suppose it's there for strange circumstances, like to recreate the "Q" logo on the ground, in one of iD's maps, but the sky doesnt show the Q in brushes. I'm sure it can be pretty usefull with some imaginative usage. Theres also "dpnoshadow" you can stick in your shaders, to do the opposite. Cast no shadows.

Shader used:
- Code: Select all
models/mapobjects/oak/oakblaetter
{
cull none
//cull disable
//nopicmip
//dpmeshcollisions
//dpshadow
{
map models/mapobjects/oak/oakblaetter.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
//rgbGen vertex
//rgbGen lightDiffuse
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendfunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
As for "dpshadow" in shaders, Nahuel, it's supposed to allow 'stuff' to cast shadows. One usage for it, is to allow invisible brushes to cast shadows.
Taken from the DP Wiki:
- Code: Select all
textures/common/shadowmesh
{
dpshadow
}
Such a shader should be invisible in-game, but cast shadows. I suppose it's there for strange circumstances, like to recreate the "Q" logo on the ground, in one of iD's maps, but the sky doesnt show the Q in brushes. I'm sure it can be pretty usefull with some imaginative usage. Theres also "dpnoshadow" you can stick in your shaders, to do the opposite. Cast no shadows.
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
- Qrv
- Posts: 45
- Joined: Thu Oct 20, 2011 7:43 am
- Location: Stuck in a Slipgate.
Re: DarkPlaces - Model Shadows.
Take a look at the alphashadow shader keyword - it should do what you want (i.e. use the alpha channel when working out shadows rather than the opaque polygons).
- Sami
- Posts: 5
- Joined: Sat May 13, 2006 4:09 pm
Re: DarkPlaces - Model Shadows.
I thought alphashadow only applied when using the standard q3bsp lightmapping?
If i recall correct, thats exactly what it's for.
Unless your telling me DP has something like dpalphashadow? I've never heard of such a thing, but alot of DP's stuff seems undocumented so, it might exist.
But the lighting im using here is the Real Time lighting within DarkPlaces, to get these shadows.
If i recall correct, thats exactly what it's for.
Unless your telling me DP has something like dpalphashadow? I've never heard of such a thing, but alot of DP's stuff seems undocumented so, it might exist.
But the lighting im using here is the Real Time lighting within DarkPlaces, to get these shadows.
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
- Qrv
- Posts: 45
- Joined: Thu Oct 20, 2011 7:43 am
- Location: Stuck in a Slipgate.
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