Ugly Shadows

Fewer

L1: Registered
Jan 14, 2018
33
2
Hi, I feel like I'm asking for help constantly so I hope y'all don't mind

I've put down some trees and under them are some VERY UGLY shadows. The trees are using the same properties as the ones found in sawmill, but as you can see from the screenshots, the way the shadows have generated is very different. Anyone got a fix?

Mine:
20180126222115_1.jpg

20180126222332_1.jpg

vs
Valve's (same properties)
20180126222211_1.jpg

20180126222243_1.jpg


As you can see, my trees are creating huge, ugly, pitch black shadows under the entire prop, while valve's are creating small, round, lighter shadows under each individual tree.
 

iiboharz

eternally tired
aa
Nov 5, 2014
858
1,292
More specifically on what Crowbar said, by default shadows for models are generated based on their collision mesh (or even just the bounding box) because they're usually composed of much simpler shapes, which can result in really ugly, blobby shadows. The -staticproppolys command forces the compiler to use the actual mesh for shadows.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Had a similar issue the other day. -staticproppolys and -staticproplighting should fix this, however, this will significantly increase your compile time. Save this until your last compile, but definitely visit nodraw.net as Crowbar suggested. There are also many other tutorials on there that may come in handy in the future.
 
Mar 23, 2013
1,013
347
this will significantly increase your compile time. Save this until your last compile

in my experience it increases compile time by only 20-30%. I always leave it on, gives a better idea for the final compile. It only increases compile time massivly if you use a custom lights.rad to emit lights from textures with low lightmap scale.