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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Shadows?
- Pitbull
- Administrator
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Re: Shadows?
This was discussed in the past somewhere here. Do some searching. Rune has realtime shadows so I'm sure it's possible. If memory serves me correctly shadows were implemented in the beta release of unreal.I know this isn't really a bug in 226...but it would be real nice have the real time shadows from the 220 patch fixed up for 227 and be compatible with the newer graphix cards these days
Upon this rock I will build my church
LOADING HATERS..████████████] 99% Complete.
LOADING HATERS..████████████] 99% Complete.
- Shivaxi
- OldUnreal Member
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Re: Shadows?
i did look...but all i found was some topic about it in general that didnt really get answered to
- Smirftsch
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Re: Shadows?
implementing realtime shadows is one of my biggest dreams, but although possible, its a lot of work, probably to much for me alone.
Sometimes you have to lose a fight to win the war.
- Shivaxi
- OldUnreal Member
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Re: Shadows?
well it was already done before...so like...how hard could it be? i mean...probally hard...but cant u just like contact the guys who did it in da first place? lol
- Smirftsch
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Re: Shadows?
unfortunately it isnt that easy. The implementation was crap and a rude hack- although it worked somehow it was very far from really usable. And even if creative (they made it) would have answered my request (that i made years ago), it would be of lil help.
Sometimes you have to lose a fight to win the war.
- DieHard SCWS
- Global Moderator
- Posts: 2064
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Re: Shadows?
Yup, that story goes waaaaaaaaaaaaaaaaaaay back lol 8-)
[url=http://forums.beyondunreal.com/showthread.php?t=85919]Never realized features in Unreal[/url]
And yes, the pictures i have seen, they look plain awsome :o And it would be way cool, but its likelly to stay a dream. Ill see if i can dig um up, and post them here.
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[url=http://forums.beyondunreal.com/showthread.php?t=85919]Never realized features in Unreal[/url]
And yes, the pictures i have seen, they look plain awsome :o And it would be way cool, but its likelly to stay a dream. Ill see if i can dig um up, and post them here.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Raven
- OldUnreal Member
- Posts: 311
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Re: Shadows?
There's a shadow code in Rune sources in OpenGL.cpp. Function is called DrawShadowSurface, and it's called by UnRenDev (at least it's in UnRenDev.h). But ion OGL it needs to have glEnable(GL_POLYGON_OFFSET_FILL) in SetRes function. It's not much, but it's all i found in public sources.
- DieHard SCWS
- Global Moderator
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- Joined: Sun Mar 16, 2003 11:33 pm
Re: Shadows?
Took me a couple a hours to find them back, but here are the only 4 pictures i have:
[img]http://www.celticwarriors.net/Media/Pictures/shadow1.jpg[/img]
[img]http://www.celticwarriors.net/Media/Pictures/shadow2.jpg[/img]
[img]http://www.celticwarriors.net/Media/Pictures/shadow3.jpg[/img]
[img]http://www.celticwarriors.net/Media/Pictures/shadow4.jpg[/img]
I can imagine, if you turn off your sound, and see the shadows creeping around the corner, that must be awsome.
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[img]http://www.celticwarriors.net/Media/Pictures/shadow1.jpg[/img]
[img]http://www.celticwarriors.net/Media/Pictures/shadow2.jpg[/img]
[img]http://www.celticwarriors.net/Media/Pictures/shadow3.jpg[/img]
[img]http://www.celticwarriors.net/Media/Pictures/shadow4.jpg[/img]
I can imagine, if you turn off your sound, and see the shadows creeping around the corner, that must be awsome.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Shivaxi
- OldUnreal Member
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Re: Shadows?
my god...its so amazing wat this engine can do...u know wat i did one time? i had an idea about shadows...and i realized that geometry shadows in Unreal work by the texture...so the smaller the texture the sharper the shadows basically...so wat i did was i selected every texture in Vortex2, resized every one to .1, and then gave them high shadow detail and bright corners and rebuilt the level. and DUDE!!!! the result were shadows that were the same or even better to that of Doom 3 and even F.E.A.R It was amazing! i'll post some screenies when i get the chance
it ran a bit choppy at some parts though...and it wasnt that my comp was slow...it was that the Unreal engine couldn't handle itself...im suprised it didnt crash
it ran a bit choppy at some parts though...and it wasnt that my comp was slow...it was that the Unreal engine couldn't handle itself...im suprised it didnt crash
- Smirftsch
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Re: Shadows?
Yes, i've seen that a long time ago, but what the public sources contain shows nearly nothing about how they did it. Especially the maths behind it would be interesting...well, we'll see once i finaly finished 227There's a shadow code in Rune sources in OpenGL.cpp. Function is called DrawShadowSurface, and it's called by UnRenDev (at least it's in UnRenDev.h). But ion OGL it needs to have glEnable(GL_POLYGON_OFFSET_FILL) in SetRes function. It's not much, but it's all i found in public sources.
Sometimes you have to lose a fight to win the war.
- Raven
- OldUnreal Member
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Re: Shadows?
In texture properties (in Texture Browser) set DrawSacle to eg. 4, and then scale down texture on wall to 0.25. Shadows will be more realistic but textures will keep it's original size.my god...its so amazing wat this engine can do...u know wat i did one time? i had an idea about shadows...and i realized that geometry shadows in Unreal work by the texture...so the smaller the texture the sharper the shadows basically...so wat i did was i selected every texture in Vortex2, resized every one to .1, and then gave them high shadow detail and bright corners and rebuilt the level. and DUDE!!!! the result were shadows that were the same or even better to that of Doom 3 and even F.E.A.R It was amazing! i'll post some screenies when i get the chance
it ran a bit choppy at some parts though...and it wasnt that my comp was slow...it was that the Unreal engine couldn't handle itself...im suprised it didnt crash
- Shivaxi
- OldUnreal Member
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Re: Shadows?
omg! that would totally work...but dude...i would have to select every texture one by one and set the draw scale...that would take ages!!! is there no way to select all textures in the texture browser at once? :-?
Last edited by Shivaxi on Thu Apr 26, 2007 7:44 pm, edited 1 time in total.
- Raven
- OldUnreal Member
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Re: Shadows?
Dunno but only scaling down textures at walls sucks .
Last edited by Raven on Sat Apr 28, 2007 1:43 pm, edited 1 time in total.
Re: Shadows?
Shadows, I really with that UT and U1 could import lightmaps as compressed textures.
Those shadows look much like Nexuiz shadows, I've seen those shadows in many quake engine ports.
Those shadows look much like Nexuiz shadows, I've seen those shadows in many quake engine ports.
Last edited by sopa_de_letras on Thu Aug 30, 2007 12:30 am, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
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Re: Shadows?
have you tried asking the guys who made rune?Yes, i've seen that a long time ago, but what the public sources contain shows nearly nothing about how they did it. Especially the maths behind it would be interesting...well, we'll see once i finaly finished 227There's a shadow code in Rune sources in OpenGL.cpp. Function is called DrawShadowSurface, and it's called by UnRenDev (at least it's in UnRenDev.h). But ion OGL it needs to have glEnable(GL_POLYGON_OFFSET_FILL) in SetRes function. It's not much, but it's all i found in public sources.
- Turboman.
- OldUnreal Member
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- Joined: Tue Feb 04, 2003 6:40 pm
Re: Shadows?
the shadows done in level geometry are pre computed lightmaps.
the shadows done by creative are done by stencil buffer method and shadow volumes
http://en.wikipedia.org/wiki/Shadow_volume
while the creative shadows do look nice, i do remember seeing them have some major artifacts though, like casting shadows on nonexistant geometry (makes them float in the air), or shadows always being sharp and the same opacity (that was before pixel shader existed back then)
the shadows done by creative are done by stencil buffer method and shadow volumes
http://en.wikipedia.org/wiki/Shadow_volume
while the creative shadows do look nice, i do remember seeing them have some major artifacts though, like casting shadows on nonexistant geometry (makes them float in the air), or shadows always being sharp and the same opacity (that was before pixel shader existed back then)
- carmatic
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- Joined: Wed Jul 23, 2008 8:14 pm
Re: Shadows?
hi guys sorry to dredge up this old post, but has there been any progress to getting the shadows working? i really miss my creative 3d blaster tnt ...
- Shivaxi
- OldUnreal Member
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- PRIMEVAL
- OldUnreal Member
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- Joined: Mon Apr 24, 2006 10:45 pm
Re: Shadows?
I know we have dot shadows, but that's it.