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Published: 2018-04-02 00:42:19 +0000 UTC; Views: 347; Favourites: 4; Downloads: 0
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Description
well... Anyone know how to remove the shadow parts in SFM for body parts?Since I'm using "float > $alpha" and the body part will disappear but the shadow still remain.
Anyone know how to remove the shadow from (For example the torso as in this picture) from certain parts trough the element viewer?
I have given up looking how to remove these things...
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Comments: 13
orangeinklingknight [2018-04-02 16:43:08 +0000 UTC]
i can explain about that shadow ~w~
that light you create/spawn it has turn on the shadow
you need turn it off: right-click -> turn off shadow
it's actually every light that has shadow.
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Nikolad92 In reply to orangeinklingknight [2018-04-02 17:49:40 +0000 UTC]
that i know...
But I want to disable shadows on specific body parts, not the whole thing.
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modesskiteer [2018-04-02 01:57:15 +0000 UTC]
Okay, as a note, you may need to alter the physical model itself to get that shadow to no longer be there. Changing the materials doesnt mean it will not cast a shadow, because lights in SFM rely on the mesh presence, not the rendering of materials. So, if the model has bodygrouped shirt, then you may need to decompile, rewrite a couple of lines on the qc, then recompile.Β
The other way I can think of would making three lights, 2 of which will have shadows forming while the third is with disabled shadows.
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Nikolad92 In reply to modesskiteer [2018-04-02 10:52:27 +0000 UTC]
I read something about "$nodraw" or "$no_draw" something.
Am I supposed to change the .vmf file by adding that line?
Or something with "$translucent"?
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modesskiteer In reply to Nikolad92 [2018-04-02 14:44:22 +0000 UTC]
VMF is a map file. You cannot use that to somehow affect your model. And as I said, lights in sfm rely on the mesh itself, not the materials. Therefore, nodraw and translucent do not help you.
You can work it two ways.
1) edit the model directly from an outside 3D program.
2) use the lighting method I shared with you.
For your sake, try to find an invisible model and see if it casts a shadow. If it doesnβt, which I highly doubt it, then this may be a solution to your problem, but you will have to dissect it.
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Nikolad92 In reply to modesskiteer [2018-04-02 15:38:10 +0000 UTC]
I guess I Will have to look around some for models or ask someone to help me with that.
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modesskiteer In reply to Nikolad92 [2018-04-02 16:04:29 +0000 UTC]
Have you checked the sfm discussions? Iβm certain someone may find a better answer. AFAIK, however, these are the only effective ones.
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Nikolad92 In reply to modesskiteer [2018-04-02 17:50:15 +0000 UTC]
been checking everywhere.
only been finding "how to fix"
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modesskiteer In reply to Nikolad92 [2018-04-02 22:44:05 +0000 UTC]
Ask on the forum, then. There may be a programmable method to do this, but that is way too dirty and requires knowledge of programming in the languages present for Valve games, which is not worth going into at all. Instead of wasting your time finding another method, try the ones I mentioned.
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Nikolad92 In reply to modesskiteer [2018-04-02 23:14:14 +0000 UTC]
well. I was mostly looking for a way to easily head-hack models and don't have to mess with scaling models and lights.
I will see what I will do about this.
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modesskiteer In reply to Nikolad92 [2018-04-03 01:50:56 +0000 UTC]
You just gave me, as well as yourself an idea. You can have two femscouts, one for the head and the other for the rest of the body. Just scale down and flatten all the parts that you dont want visible, then set it up correctly so that it relies on the femscout skeleton with correct locking and placements. Lock the head to the unscaled parts of the body so that you can save the headache.Β
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