Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: y00tz on January 19, 2008, 02:15:21 AM
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Allow that SKM models, such as the new player model, cast shadows.
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I thought the options menu could edit the way the shadows are cast. Does the game already have some sort of shadow casting feature?
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I thought the options menu could edit the way the shadows are cast. Does the game already have some sort of shadow casting feature?
It does, just not for models.
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Player models, that is.
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Shadows for md2 models, i.e. old player model, etc. Not SKM yet.
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Ook, my bad. This sounds like a good idea. It wouldn't be hard to implement would it?
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Wait for jit to comment on that. :P
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http://dplogin.com/dplogin/featurevote/feature.php?id=10085
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(http://dpball.dp.funpic.de/mapbilder/schatten_spieler.jpg)
The flag has a shadow, but the player not.
PS: The flag shadow is a little bit too dark.
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There is already a request for this, have a look down the feature vote page, might be called something like "shadows on SKM models".
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Yep, I've already started a thread for this.
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Not seen.
OK, if SKM models includes the player models merge the topics :P
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Well if you noticed, the older player models have shadows, they are in fact MD2's, much like the flag. The new models are SKMs. I'm merging these topics.
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Wish more people would vote on some of these features. Instead, people want spawn protection...
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I don't get why people like the old models so much. They look hideous.
Arn't .SKM models the same used in google sketchUP?
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.SKM models are just the type of model, like .txt files or .doc files. There are multiple exporters for .skm models that you can download.
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So (I know i'd be banned) I could make a model of some random alien using sketchup and somehow dump it in some random pball2 folder and it would make me an alien?!? ???
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So (I know i'd be banned) I could make a model of some random alien using sketchup and somehow dump it in some random pball2 folder and it would make me an alien?!? ???
Not really on topic but yes. Don't know why you would want to, as you said, you would get a modded content ban.
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Not really on topic but yes. Don't know why you would want to, as you said, you would get a modded content ban.
Wow.
</OT>
I think that this really needs to be implemented. This is the kinda stuff that needs to be implemented, not flippin female player models.
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Can we have a "noshadow" flag for func_model entities so that when this does get implemented, we won't have double shadows for all the maps that faked shadows with brushes?
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Can we have a "noshadow" flag for func_model entities so that when this does get implemented, we won't have double shadows for all the maps that faked shadows with brushes?
If this were to be implemented, you will have to go into all of .maps to change the flags to have the "noshadow" flag used.
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Why not just add a 'shadow' flag? Then old maps can fake it and ones that are made when/if the game is updated can have the pretty (cough) shadows.
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That sounds like a good idea. Bad thing is, I don't believe he will want to do any work on the BSP source code. If he will, that would be a great idea to use.
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He won't need to-- the entities file just has to have a line added.
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I don't think many released maps, like any, use .skm models at the moment.
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Not sure if that's really feasible, unless the model format itself or some kind of helper file included the flag.