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Shadows have a visible border, can be seen when pawn is moving....it is a square....it is translucent but i can see the corners are visible.
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 6:44 am
by []KAOS[]Casey
Limitation upon the method used to draw shadows. It's essentially limited by the size of the square canvas used to create the "shadow"
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 10:20 am
by Leo T_C_K
They also get fucked up from certain angles and distance at certain pawns, especially at human models. I took screenshots but I can't find them....
also why in deathmatch amplifier is not red when you pick it up? I mean it auto activates itself but is not red indicating it is activated.
Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
EDIT: It really doesn't save my screenshots for some reason.... :-/
Maybe because there is no screenshot dir in this version? I thought it would create it itself when taking screenshots.
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 10:31 am
by .:..:
They also get crappity smacked up from certain angles and distance at certain pawns, especially at human models.
I belive thats the LOD level issue (while rendering at low detail and shadow tries to use high detail, so it freaks out while animation tweening).
also why in deathmatch amplifier is not red when you pick it up? I mean it auto activates itself but is not red indicating it is activated.
It's red for me...
Edit: Ah never mind, you meant the icon. Indeed both Invisibility and Amplifier is missing "bActive = true;" code on Activated state.
Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
Skeletal meshes and LodMeshes use the same render code, so it's not skeletal mesh specific.
And I fail to see this glitch, so you may have to provide with an example mesh and map.
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 5:32 pm
by []KAOS[]Casey
perhaps we should add a way to set MLMODE 0 automatically when you start unreal so all the LOD issues would magically disappear if you wish
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 7:50 pm
by Leo T_C_K
perhaps we should add a way to set MLMODE 0 automatically when you start unreal so all the LOD issues would magically disappear if you wish
That would be good idea.
And as for that.....I tried the sonicchars meshes, I had it selected still after playing in Drake's servers, which is a long time ago, but in my ini I had it set to that, although I fail to get why does new version of 227 take system files even from the whole Unreal dir, which are outside system's (I have them placed in Unreal227 dir, as a backup ones for mismatches yet it still takes them). I might have old version too, so if it is a bug in the mod itself, nevermind then.
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 8:07 pm
by Age
Also there seems to be something with skeletal characters when in between warpzones, you simply see yourself through it and in front of it, double duplicate, if you use skeletal char model.
And I fail to see this glitch, so you may have to provide with an example mesh and map.
And you may look this closer:
At the entry-like map you can see duplicated player every time when he goes through the zone.
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 8:18 pm
by []KAOS[]Casey
227 doesn't behave any differently with directories as before. Although 227g does have a new packageloader which checks the cache I think the issue is multiple versions, since it seems more than one server has his player class and you kept it between server changes, one could have a different version. Who knows really
Also, that's a nice catch with the skeletal mesh stuff. Probably a check that was missed
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 8:40 pm
by Leo T_C_K
227 doesn't behave any differently with directories as before. Although 227g does have a new packageloader which checks the cache I think the issue is multiple versions, since it seems more than one server has his player class and you kept it between server changes, one could have a different version. Who knows really
Also, that's a nice catch with the skeletal mesh stuff. Probably a check that was missed
Ah so it didn't take it from my dir, but from cache? Makes sense then.
Re: 227G_23 Shadows
Posted: Tue Mar 09, 2010 8:44 pm
by []KAOS[]Casey
If it finds the correct one that is, through it's GUID testing
Re: 227G_23 Shadows and other bugs
Posted: Tue Mar 09, 2010 9:28 pm
by Leo T_C_K
I took the screenshots finally...
this is waht happens with the warpzones:
Also look how it is messed up, the box lighting there:
Also the armor mesh could be fixed from downside, but this is just a suggestion:
This is critical though:
This is in 227f when you finish the map, notice the fallen brick on the floor:
In 227g it returns back, but in a bad way, it doesn't reset its state even, it just goes to position it should be on the floor except it appears through this bridge, really weird, I mean it doesn't even return to its keyframe, the mover has more than 2 keyframes and it seems 227g messed that up for some reason:
Re: 227G_23 Shadows and other bugs
Posted: Tue Mar 09, 2010 10:30 pm
by GreatEmerald
I don't see any bugs in the first two screenshots. In the first one because there is no screenshot of how it should look, and the second one looks exactly like when you enable the alternative mesh lighting system in the options (which makes surfaces sharper, so that's better for boxes and such).
Re: 227G_23 Shadows and other bugs
Posted: Tue Mar 09, 2010 10:37 pm
by Leo T_C_K
I don't see any bugs in the first two screenshots. In the first one because there is no screenshot of how it should look, and the second one looks exactly like when you enable the alternative mesh lighting system in the options (which makes surfaces sharper, so that's better for boxes and such).
It was through warpzone, I did not use behindview....that was my playerclass (it made it so visible and make it look like that), happens with all others too as can be seen in the material age provided.
Re: 227G_23 Shadows and other bugs
Posted: Fri Mar 12, 2010 11:35 pm
by Leo T_C_K
This....see the shadow under door? That shouldn't be there I guess, after the carcass disappeared or it made duplicate shadow when I died when I was pushed away by strong gunfire.
Re: 227G_23 Shadows and other bugs
Posted: Sat Mar 13, 2010 12:17 pm
by Pyro
Bout the armor, its invisible because it does not have a polygon there. Cant render something that doesnt excist :p Similarity on for example the warlord. kill him ,and look under his skirt.funny ,i just tried this and it isnt there anymore
another example, summon Health and look under it. there is also no poly there to save polygons.
Re: 227G_23 Shadows and other bugs
Posted: Sat Mar 13, 2010 5:42 pm
by .:..:
Can you grab that broken mover in UnrealEd, copy it and paste it here?
So that we can look at what mover properties it has set.
EDIT2: Weird, it didn't return like that anymore, I guess something blocked it, but it should be placed in its original position if so shouldn't it?
EDIT3: In original unreal versions the mover does not return if blocked at all....but here it returns and in a wrong way even.
Re: 227G_23 Shadows and other bugs
Posted: Sun Mar 14, 2010 9:50 pm
by .:..:
Copy, as Ctrl + C and Paste as Ctrl + V into the forums. Select the mover in editor and Copy, and Paste it into the forums.
But anyway, its set to ignore blockers.. BUT its initial state is set to TriggerToggle, meaning if its triggered second time it returns back (which I'm guessing is what happened for you on the map somehow).
Re: 227G_23 Shadows and other bugs
Posted: Mon Mar 15, 2010 10:58 pm
by Leo T_C_K
No, that didn't happen. And it should be returned to original position, this was clearly not. It was blocked by a brute and it returned back.
EDIT: Weird really, when i spawn brutes it doesn't block it anymore. But it couldn't have been triggered multiple times I guess(since it is only linked to dispatcher). Still it is weird....