Weird shadow glitch [Hammer Help]

k4ppy

L1: Registered
Jul 18, 2016
6
0
Looks like the rocks are casting shadows. Double click on the rocks to open the properties, look for "Disable shadows" and change that to "Yes".
Thanks! I'll try it, but are you sure those shadows apply to the entrance on the first picture?
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Actually - you don't really need to disable the shadows on those props (though that is still a valid solution). This is happening because you're running a compile which doesn't use -StaticPropPolys, which forces VRAD to cast prop shadows with polygonal precision. By default, Hammer casts shadows based on their collision model, or if there is no collision model, their bounding box.

You needn't worry about this for early compiles, though! For more information I would suggest checking this tutorial out. (in fact all of TopHATTwaffle's tutorials are fantastic)
 

k4ppy

L1: Registered
Jul 18, 2016
6
0
Actually - you don't really need to disable the shadows on those props (though that is still a valid solution). This is happening because you're running a compile which doesn't use -StaticPropPolys, which forces VRAD to cast prop shadows with polygonal precision. By default, Hammer casts shadows based on their collision model, or if there is no collision model, their bounding box.

You needn't worry about this for early compiles, though! For more information I would suggest checking this tutorial out. (in fact all of TopHATTwaffle's tutorials are fantastic)
Oh okay :3 How do i enable this so called "StaticPropPolys"
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
It's an additional compile parameter that you add to VRAD before compile, however, considering this is one of your first maps, and it is in very early development, I would forget it for now. I was merely trying to demonstrate that this is a problem that will be fixed by a proper compile later on.
 

k4ppy

L1: Registered
Jul 18, 2016
6
0
It's an additional compile parameter that you add to VRAD before compile, however, considering this is one of your first maps, and it is in very early development, I would forget it for now. I was merely trying to demonstrate that this is a problem that will be fixed by a proper compile later on.
Ok, thanks! :D
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Pretty sure Valve's maps disable shadows on those fiddly detail props most of the time though, since it makes such a tiny difference. I looked at Goldrush just now and it does.