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Quake3 Shadow

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how can I realize the fake shadow style Quake3 and Return To Castle Wolfenstein?? Thanks in advance Edited by - jeppa on December 18, 2001 2:12:44 PM

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quote:
Original post by jeppa
how can I realize the fake shadow style Quake3
and Return To Castle Wolfenstein??
Thanks in advance


Edited by - jeppa on December 18, 2001 2:12:44 PM


IIRC the Q3A engine uses shadows volumes using the stencil buffer, you can find some information bout them on http://developer.nvidia.com .

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Guest Anonymous Poster
quote:
Original post by jeppa
how can I realize the fake shadow style Quake3
and Return To Castle Wolfenstein??
Thanks in advance
dunno about rtcw, but that fake q3a shadow is done by a texture beneath the player model that gets blendFunc GL_DST_COLOR GL_ZERO and polygonOffset.

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ap, there are high quality stencil buffer shadows you can turn on in quake3 that are definatly not like the alpha blended textured quad with a circle on it you describe.

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There are a few shadow modes in Q3. Type "/cg_shadows X" at the console with one of the numbers below in place of X to change the shadow mode.

0 - No shadows. Fastest.

1 - Circles underneath players. What the Anonymous Poster said. Default.

2 - Realistic transparent shadows cast by lights. What NuFan said. Slowest.

3 - Opaque black shadows that are projected onto the floor according to the light source. This is done by creating an all-black copy of the player model and scaling it depending on the location of the light to turn it into a flat form on the floor. Relatively fast.

In order of speed, the settings are 0, 1, 3, 2.

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