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