#Issues removing baked shadow maps in DSR (and leaving only my new dynamic shadows)

9 messages · Page 1 of 1 (latest)

copper moon
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So, I've managed to remove them from Anor Londo by replacing each of the specific baked shadow map textures as blank transparent dds files of the same size and name. Then repacked all the files back up to the main bhd file. This stripped all lighting (seemingly) from most of Anor Londo, but interestingly the main elevator is lit correctly and with my new dynamic shadows too. Looks awesome! The only difference is that the elevator is classified as an object and the rest are map pieces. I was wondering if anyone had a tip on where to look for fixing the darkness of the map pieces.

I've looked into the various drawparam files and the only ones that make sense would be the lightbank for the anor londo map. but I can't quite figure out what parameter to change since it's literally just how the engine is treating lighting objects vs map objects.

ty in advance.

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if there is no way to fix this, I'll just put the OG baked lighting back in, since my new shadows do merge decently with the baked shadows. just wanted a cleaner presentation

lofty flame
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I know that the diffuse light param in the lightbank does most of the work for the overall map lighting

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Make sure it has more than 0 alpha or else everything will be dark

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Also the msb for objects and I htink map pieces have a fields that say things along the lines of "castsShadows" or "receivesShadows" so maybe check if there is a difference between those fields for the bridge object and the map pieces?

copper moon
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tysm for the response! I have confirmed the the shadow fields are the same between the object and map pieces, but I will definitely go into the lightbank param again and mess with the diffuse light setting. and specifically the alpha setting. ty again!

lofty flame
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Also another thing I'll mention in case it comes up for you is you may see some weirdness with the anor londo draw params because it actually has another version that it switches to when you make it night time

copper moon
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ahhhhhh so I was initially using soulstruct but I just crossreferenced with dsmapstudio's param editing, and it lists m15_1 and m15 whereas soulstruct only lists m15. Editing the diffuse alpha setting with dsmapstudio and we have improvement! tysm!

lofty flame
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Ah if you're using soulstruct that's actually what I use so I can help you out. If you want to edit m15_1 instead there is a dropdown that says "slot", change it from 0 to 1. Also very nice