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#1 |
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Registered User
Join Date: Mar. 6th, 2011
Posts: 4
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So I've been creating a little test level and going through some of the video tutorials and I created a moving door that slides into a groove made in the wall. For some reason, when the door slides into the wall, on one side it shows the outline of the shadow of the door while it's in the wall, but nothing on the other side. I'm assuming this is a lighting issue but I don't have any work/cone lights shining into that wall and if it was the ones by the door I'd assume the shadow would show on both sides, anyone have any idea as to what might be causing this?
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#2 |
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Registered User
Join Date: Jun. 12th, 2010
Posts: 177
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The shadowmap is bleeding through the wall, this is a common problem with shadowmapping techniques and they pop up in a lot of engines.
In ue3 the dynamic shadows should merge with the lightmaps. I don't know any surefire way to solve it, you'll have to ask someone else. But do you have another (dynamic?) light shining onto the other side of the wall? Is the wall itself bsp or mesh? Switching those could perhaps do the trick. Otherwise you could try having some open space for the door to slide into. Backface culling might be causing it also. Last edited by Spiney; 10th Apr 2011 at 07:27 AM. |
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#3 |
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Registered User
Join Date: Mar. 6th, 2011
Posts: 4
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The wall itself is bsp, but it's hollowed out in the middle for the door to slip in.
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#4 |
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I came to the idea that it couldn't be solved in UT3. For the french speakers, it's here.
It's stupid that the UDK don't offer another choice of dynamic lighting. That's the main problem with it, is that the engine seems to be using a PCF in stencil buffer, without back culling (for performance's sake, I guess) but with a tricky cut using the BSP. Deal with it. Unreal Engine has his weakness. It's one of them. |
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