Forum > Level Design
[QUESTION] Shadow / Gras... how to do it on BC?!
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Norimar:
Hello guys! I din't found the thread about this in your forum, thats why I start to post this.
Because of the bugy rendering from objects through noggit, they will have no shadows on the old BC version of WoW, because they dont create an fixed shadowlayer. So I thought, why not just the graphic option from Wotlk?
Is there a way to get the real-shadow generate function to Burning Crusade? And another question: Is there already a ways to add gras/rocks on the ground - ONLY on selected textures? - The only way I know is Tralias, but this tool don't works well with Noggit and also have some problems... it just accept: all need gras - or nothing gets gras (Only the ground layer).
Hop u know more about this and can answer my questions, soon as well...
Steff:
Its not a bug. Its simple not implemented. But how use low quality shadow maps if you can have auto generated shadows that are also react on sun movement.
Turn shadow auality heigher and you will have shadows.
schlumpf:
--- Quote from: "Steff" ---Turn shadow auality heigher and you will have shadows. --- End quote --- He does not have this option on BC.
Steff:
Ah ok then... move to wotlk ;)
Norimar:
Hmm, but is there no way to get this graphic options simple to BC? Just copy something which does this graphic effects? Or is this not possible?
Also have a new problem with the new Noggit 3 1.1 Version,... Tested it because all my old expiriences about Noggit 3 are just bad and useless. After i just played a while and saved it; I got the same problem like always with noggit 3. It destroys all the normal whater areas and make it to freaky whater pylons around and inside the map. Is there a way to fix that? Or I cant use noggit 3 never agains with this extrem problem : /
Screen:
But does noone have a fix for gras on the maps? It just looks like Metin2, so empty, without gras. I already thought to place everywhere on the ground bushes, but already jet I have little preformance problems, because of the large (more than 1000 objects) full laden ADT's... its just highly detailed ;)
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