Torches should not cast shadows

Issue #178 resolved
Американский Шпион created an issue

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I believe there is more objects like torches, that should have shadows disabled, but that's all for now

Comments (6)

  1. Frank Sapone

    Yeah, this is an old one we have had in the TODO file for years. More specifically deco torches shouldn't be casting shadows. There might be a way to do it by revising the deco files to have a no shadows flag or something similar but never bothered to dig that deep yet.

  2. Американский Шпион reporter

    I think it can be done easier in a form of a simple noshadow models list. I believe fitzquake has something similar with items in the list controlled by cvars

  3. Purkkaviritys

    I'd also like to point out that sometimes these shadows cast by e.g. torch models disappear when looked at distance and reappear again... like for example in e2m5a... and it is visually distracting a little bit.

    daikatana009.jpg daikatana010.jpg

  4. Frank Sapone

    I do know about the shadows not being accurate at certain angles. Sometimes you can even see enemies drop shadows peeking through (like if they're behind a wall and triggered by you walking past to cause a trap).

    Those sort of issues are for Knightmare, and I don't believe they'll be fixed satisfactorily. But, who knows.

  5. Frank Sapone

    New build as of 03-10-17 has CVAR gl_noshadows_list. Similar to FitzQuake. Has a list of the most obvious torches I could think of. If I missed anything, update this thread please. You can find model names in a map with /modellist cmd and open up DaiMDL to find out which one needs to be disabled.

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