Fix low shadow, is the best low shadow possible, much better that old
at least you will not shadow jumping, hahaha
Main.cpp
Search switch( r_shadows_quality->GetInt() )
replace this:
Code:
case 1:
r_transp_shadows->SetInt( 0 ) ;
r_terra_shadows->SetInt( 0 );
r_shadow_blur->SetInt( 0 );
r_dir_sm_size->SetInt( MAX_DIR_TEX_SIZE );
r_shared_sm_size->SetInt( 1024 );
r_shared_sm_cube_size->SetInt( 1024 );
r_active_shadow_slices->SetInt( NumShadowSlices - 2 );
r3d_assert( r_active_shadow_slices->GetInt() ) ;
r_shadows->SetInt( 1 );
r_dd_pointlight_shadows->SetInt( 0 );
ShadowSplitDistancesOpaque = &ShadowSplitDistancesOpaqueLow[0];
break;
for this
Code:
case 1:
r_transp_shadows->SetInt( 0 ) ;
r_terra_shadows->SetInt( 0 );
r_shadow_blur->SetInt( 1 );
r_dir_sm_size->SetInt( MAX_DIR_TEX_SIZE );
r_shared_sm_size->SetInt( 1024 );
r_shared_sm_cube_size->SetInt( 1024 );
r_active_shadow_slices->SetInt( NumShadowSlices - 1 );
r_shadows->SetInt( 1 );
r_dd_pointlight_shadows->SetInt( 0 );
ShadowSplitDistancesOpaque = &ShadowSplitDistancesOpaqueLow[0];
break;
this on tutorial have one error on first post, many errors are caused by this:
REG_VAR( d_drive_vehicles, true, 0 );
put to
REG_VAR( d_drive_vehicles, false, 0 );
and then no need this line d_drive_vehicles->SetBool( false ); on void obj_VehicleSpawn::RespawnCar()