How do I prevent a displacement from receiving any shadows? I have 2 brushes and a displacement with some alpha painting between them to make a nice transition. The displacement shows an ugly shadow around the border, and it's at the same level of the other two brushes. No elevation either, all plain.
IIRC, this happens when you don't do a full compile. If you the compile takes too long, put the displacements in question in another, smaller map, then compile it. If it still happens, then something has to be wrong with the displacement itself.
firstly FUCKADUCK secondly.. like solo said it comes from nto doing a full compile. Fast Rad gives ugly black lines around displacements. Its not actualyl a shadow I dont think, just a by product.
Do the shadows themselves look like the following? (@Riot, the duck stuff got old to him long ago. He prefers people not persist with it.)
If you're just putting a displacement on top of another one then it's going to cast shadows, you could either disable ray collision on the top displacement, which would also make bullets go through it, or you could maybe try modifying the material, there should be a parameter somewhere that stops it casting shadows.
Pre-Orange Box, it was never a problem, and emp_isle and emp_canyon were seamless in those areas where displacements meet up with each other. Orange Box came packed full of surprises for mappers. [noparse][/noparse]
Try turning your brush into a displacement too, and sewing it to the other one. Ironically that's a feature. Prior to the OB displacements only cast shadows from the inside faces, now they cast them from both the inside and the outside, this removes the issue of glowing bits at the base of intersecting cliffs, but it adds the issue of shadows around floor intersections.
I have this problem with emp_money_revisited. Not a clue how to fix it, I just gave up and figured it could look worse and there are more important problems.
yeah. they made it that way so you don't notice how flat it really is. if you play it without the displacements, it's very very flat and cornery compared to normal.