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Landscape Shadows


Killslasher

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So I have been having this problem concerning the texture of land after I delete something directly over top of it. If there were a directly on flat land with the grass texture, and I were to delete that rock from the render window or cell window, the grass would keep it's shadow despite the rock not being there anymore.

 

Sorry if the answer to this question is obvious, or this question has been said way too many times. If I tried to apply a new texture over the really dark ground, the darkness would still stay there. You can find an example of what I mean from one of my mods. The one named "City FPS Boosts" removes a lot of objects inside the cities. These would be stone walls, rocks, trees, and such.

 

Cheydinhal is a great example, because anywhere I deleted something, the ground would be completely blackened. Maybe that's because Cheydinhal has quite intense lighting. I've been thinking of redoing the entire mod mentioned, though I most probably won't unless I have an answer. It just bothers me how just that I remove something, the ground beneath it gets disrupted. Does anyone else have this problem? And does anyone know how to delete the item, without leaving an ugly shadow on the ground?

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I'm sorry, but I'm STILL confused as to how to solve this problem. I don't remember ever checking off a box labeled "Use Color". All I did was select and delete, as shown in the picture below in case I may have faulted my wording. And thanks for helping.
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I have a similar problem when I remove trees from places out in the wilderness that I am adding structures to. The shadows stay after I remove the trees, and if I add new trees or move trees, they have no shadows. My investigation into this matter has gotten nowhere. I suspect there might be something in the region editor to generate shadows.

 

Here are a couple of mysterious and unenlightening quotes:

 

Regions

From The Elder Scrolls Construction Set Wiki

 

Generation: It is possible to generate for a region shape via the right-click menu in the preview window. To do so, choose Generate Objects For Region Area... for the appropriate region shape to generate content. Note that this option will be grayed out if there are no tabs enabled for that region. Conversely, you can clear out generated content for a region shape in a similar manner. To do so, simply choose Clear Objects For Region Area... for the appropriate region shape. This option will also be grayed out if no tabs are enabled for that region. To generate objects for a particular cell (and for all regions affecting it) choose the Generate Objects For This Cell option in the right-click menu while hovering over that cell with the mouse cursor. This is useful for quick generation settings tests. The Generate Canopy Shadow Mask For This Cell option is no longer used by the game engine. Canopy shadows are handled via the tree base reference dialogues.

 

 

 

Tree

From The Elder Scrolls Construction Set Wiki

 

Tree objects are created and generated by SpeedTreeCAD and are then imported into The Elder Scrolls Construction Set as .SPT files.

 

 

[edit] Base Object Fields

 

* ID: The Editor ID for this object. This is a unique name used to identify the tree object within the Construction Set

* Quest Item: Unsupported for this object type.

* Shadow Radius: Range, in units, for how far out the canopy shadow effect is drawn under the selected tree type. Range: 0 to ∞

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Sorry, I forgot to check this topic again:

It's called vertex shading.

Press the Q button, or the edit-colors while at the landscape editor..so you did. Press your right mouse button to make the parts lighter. Do so gently. As you can see the right color window is white, so you've just applied a white color. If it's too bright get something more grayish.

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