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UnrealEd3, projector occlusion

Discussion in 'Level Editing - Advanced' started by OrionCo30, Jul 2, 2004.

  1. OrionCo30

    OrionCo30 New Member

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    The solution to this is either so dumb that I missed seeing it or it's non-existant. If you have many objects and surfaces in front of one another, a projector will "shine" on all of them, provided they are within its range. Is there a way to make those objects and surfaces occlude the projector, in effect casting shadows on the objects behind them as they would with an ordinary light source?
     
  2. Chrysaor

    Chrysaor Lord of the Pants

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    You always have good questions. I just don't have any answers. :p
     
  3. Bot_40

    Bot_40 Go in drains

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    There's some sort of setting like "ClipStaticMeshes" and "ClipBsp" iirc
     
  4. -\Zeta-

    -\Zeta- Rave-0-Lution

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    damit .. im not this good ...
     
  5. OrionCo30

    OrionCo30 New Member

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    Unfortunately, those have nothing to do with occlusion, they are used to make the projected texture tile on the BSP or meshes surfaces. :(
     
  6. X22887

    X22887 !Crap Mapper!

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    no, you'd have to fake it, and that would be quite a bit of trouble. You could try using two projustors with shorter ranges and use on as the shadow.
     

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