prop_static Train Tracks leave ugly shadow..

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
ok I'm pretty new to mapping but I've read a lot, used the decompiled source files, and checked many of the options to see how to fix this to no avail.

The train tracks on my map (currently my only prop) leave a very ugly blocky shadow, especially the curved tracks. I've got the tracks using the exact same settings as the official payload maps as far as I can tell (other than the fade distance which I set based off of my own map of course) what should I do?

I have no lights setup currently other than the basic enviro light entity (set to alpine right now, love me some sawmill). No cubemaps yet as I don't have any reflective surfaces setup yet, and the tracks are on perfectly flat surface with the bottom of the wooden tracks on the same gridline as the floor.
 

Scruga

L1: Registered
Dec 8, 2008
39
0
You gotta turn their shadows off. Since they are quite strange props, not having a collision model, the game goes crazy when making shadows. Just turn them off in their properties and you have no shadow problem. Things low to the ground like those don't need shadows.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
-staticproppolys for VRAD in Expert Compile. this will, however, take ages, so only do this for your final compiles.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Thanks Icarus.

I considered doing that scruga but none of the train tracks in the source files for the official payload maps have shadows disabled so I didn't do it, I figured there was a better way to handle it.
 
May 23, 2009
205
34
Oh come on now it doesn't take that long at all. the only one of those three that really adds to the time is the one for alpha textures, understandably.. and that only really takes into account chainlink fences.. so really it depends on how many fences you've got.

There is also this - http://forums.tf2maps.net/showthread.php?t=2994 which explains how to use the extra commands and what they do. Least explaination is given to staticproppolys since it's simplest to understand - It used the exact outline of the prop instead of the collision mesh for shadows. the other two do alpha textures on models (not sure about brushes?) and the last does per-vertex lighting for props, so if they're sunk into walls slightly they will still look right.

These are the standard that valve use for -everything- since the orange box. Don't be fooled by the fact they're not really explained anywhere official or not sun as standard. They're not an added optional, they are what you should be using by default. However they do add to compile time so are only worthwhile for releases.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Is there really any point having shadows enabled on tracks? You'd have to set the lightmap scales really frickin' low to even tell if there's an inkling of a shadow on the surface. :p