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Full Version: Dynamic shadows from the lantern MOD
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Holy shitballs that looks awesome. I'd very much like to do this please thank you very much please. How does a noobish moron like me go about achieving this?
(05-27-2013, 07:57 PM)Paddy Wrote: [ -> ]Holy shitballs that looks awesome. I'd very much like to do this please thank you very much please. How does a noobish moron like me go about achieving this?
If you're not familiar with the ModelEditor the fastest way for you to test it out would be to simply try my version:
Backup your /Amnesia/models/hand_objects/lantern folder, drop the following files there (overwrite)

...

The official page for the mod is the MODDB page! Click here to download the mod, see screenshots, descriptions, latest updates and resources.
Okay. Where is the option to enable the casting shadows.. I mean the code you put up earlier.. where is that?
(05-28-2013, 02:16 AM)Bonehead Wrote: [ -> ]Okay. Where is the option to enable the casting shadows.. I mean the code you put up earlier.. where is that?

It's in
Code:
redist/config/
Should be in the game.cfg, Player_Lantern part.
(05-28-2013, 02:16 AM)Bonehead Wrote: [ -> ]Okay. Where is the option to enable the casting shadows.. I mean the code you put up earlier.. where is that?
The option in game cfg does nothing. It's probably for making >the lantern 3d model itself< cast shadows.
Even though I've set shadow resolution to high in the model editor for the lantern and in game options the shadow edges are still blocky and flickering. Is there a way to increase the shadows quality even further?

Related
Penumbra to Amnesia shadow rendering regression
http://www.frictionalgames.com/forum/thread-21737.html
I've polished the mod. My main complaint was the flickering and jagged edges so I started sniffing. When I set the spotlight FOV to some small value like 30 degrees the shadows became perfect! From my test it all gets messy after 90 degrees and gets worse above this value, at least proportionally. Not only the shadows get worse. Additional graphical artifacts involving shadows appear.

Additional notes:
The further the lightened object from the lantern, the worse the shadow looks like. Opposite to what I was thinking before ('the further the wall the shadow is casted on, the more jagged the shadow').

This is why I'm going to prepare few versions of the mod so even those without the ModelEditor may test various variants and choose the balance between lantern light FOV and shadow quality that suits them.

My question is - is there some sort of tweakable shadow rendering parameter I can fiddle with?
An additional question - is this normal that shadow quality gets worse the higher spotlight FOV or is it just an indication of poor state of the renderer?
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