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does anybody have an idea how to fix this ???

 

it only happens with bombs that replaces an existing TW bomb as you can see the AIM-9 has a shadow as well as the MER

 

post-15260-0-11944600-1384195846_thumb.jpg

 

[WeaponData]
ObjectFullName=Mk.82 500-lb Bomb
ObjectDataFile=MK82_data.INI

 

[LOD001]
Filename=MK-82.lod
Distance=100

 

[LOD002]
Filename=MK-82_01.lod
Distance=350

 

[shadow]
CastShadow=TRUE
ShadowCastDist=10000
MaxVisibleDistance=100

 

 

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I suppose the bombs are missing the line castshadow=true in 3dmax object properties...

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Watch the Polycount!

We had a limit on Polygons in the first days, with more powerful systems around we were able to increase the number of polygons steady. Since there is no real limit on total amount of polygons, it is in case of shadows. I noticed most meshes between 2k and 3k polygons don´t cast any shadow and it seems the most parent mesh above 1k polygons gets in trouble also.

Devide heavy polycount meshes to a few ones with each lower number.  :cool:

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I suppose the bombs are missing the line castshadow=true in 3dmax object properties...

 

nope , everything is there

Watch the Polycount!

We had a limit on Polygons in the first days, with more powerful systems around we were able to increase the number of polygons steady. Since there is no real limit on total amount of polygons, it is in case of shadows. I noticed most meshes between 2k and 3k polygons don´t cast any shadow and it seems the most parent mesh above 1k polygons gets in trouble also.

Devide heavy polycount meshes to a few ones with each lower number.  :cool:

i check that but the MER has a very high poly count and is showing with no problem at all and even if i split the main bomb body in to 3 pieces there will be no shadow

Edited by ravenclaw_007

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((( I don't know then... do you have such 3dmax files of weapons which do show up? perhaps you can compare and find the difference...  I have no better idea(

 

I have fuselage over 3K poly and all the shadows are there. Even props spinning have shadows...

 

Maybe... perhaps it is stupid idea and unlikely, but try debug mode and see if you have passed the total poly limit on the screen?

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((( I don't know then... do you have such 3dmax files of weapons which do show up? perhaps you can compare and find the difference...  I have no better idea(

 

I have fuselage over 3K poly and all the shadows are there. Even props spinning have shadows...

 

Maybe... perhaps it is stupid idea and unlikely, but try debug mode and see if you have passed the total poly limit on the screen?

 

i reduced the complete bomb to only the bomb body this i have split in to 2 pieces each below 1000 poly´s and as you see there is still no shadow

 

i assume that something in the weapons_ini is creating a conflict with the original TW ini and as result there is no shadow

 

post-15260-0-78374500-1384198586_thumb.jpg

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Yea, the [shadow] section might be the culprit

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i assume that something in the weapons_ini is creating a conflict with the original TW ini and as result there is no shadow

What is the weapon name (folder)? The stock should be Mk82, with Mk82.INI and pointing to the Mk82.LOD.

Although i doubt this happening, as there would be no LOD at all.

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The stock ini has no [shadow] section...  The folder name should match the weapon.ini  but the lod name can be different according to the weapon.ini LOD entry. If there is no such entry, and the weapon_data.ini is also missing (or does not specify a different model name), the stock LOD will be used I think

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Very strange as your M117 works perfectly.........


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Hmmmm, I renamed your MK-82 lod to MK82.lod [the same as the stock one] & changed the ini entries to be the same & BINGO....we have shadows......

 

post-841-0-25421600-1384202903_thumb.jpg

 

 

 

 

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I was also pulling my hair out for similar stuff, and turned out to be a simple typo in the ini.... it happens with everyone

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Add-on weapons must have the same name for:

 folder

main ini

typename

lod + lod name in data ini

 

and the proper shadow section in the main ini

Or the shadow wont work.

 

If a new lod is made for a stock weapon,t hen it must have the same lod name as the original,

Using a differently named lod in the data ini will break the shadow function, as the Mk82 example shows.

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Thanks a lot , i knew it must be something simple :doh:  :grin:

 

now i know what to fix :bowdown2:

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