Unreal 3 Shadows

Blackthorn

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I've noticed that in two of my Unreal 3 games, Gears of War and Bioshock, shadows are sometimes cast through ceilings. To give an example of what I mean, a Big Daddy will be walking on a platform of some sort above, and it's shadow can be seen on the ceiling from beneath. The same thing happens in Gears of War.

Is this a bug in the engine or a bug of my own?
 
Does that in COD4 multiplayer for me. Gives me an edge. D:
 
Happens in COD4 and all Source games for me (PC and 360, in COD's case).
 
Ah so it's a common problem. Surprised devs don't have a way of fixing this.
 
The math is faulty.


Your avatar creeps me out GreatBlackthorn
 
Shadows are _very_ tricky to implement. So if that's a bug, it likely will stay that way until they put a new shadowing system in there.

Also, CoD4 doesn't use UE3. It uses a very, very, very modified Quake3 engine (Quake 3 -> Call of Duty -> Call of Duty 2 -> Call of Duty 4)
 
Well as long as it isn't something wrong with my system.

Never encountered this in Source though, another reason I want to make a Source plushie and cuddle it indefinitely.

Your avatar creeps me out GreatBlackthorn
WELCOME TO THE CIRCUS OF VALUES!!
 
Wow, i never knew that COD4's engine was built from Quake. Quake is like the mother of all engines.

That doesn't happen to me though. All shadows in all games like UT3 and COD4 cast fine. Only Source games have the fail shadows, which is sad. Even cry engine shadows don't pass through walls.
 
Everyone says CoD4 is in-house, so do most of the typically reliable sources. Yet, playing it, it feels like Quake 3 to me. It has that hasty, thin gliding sensation in its movement and the textures are scrunched and compressed in the same way early Quake games were (though higher rez). They've also added limited physics and world manipulation and a bunch of filters and lightning/particle effects.
 
It's a heavily-modified version of the Quake 3 engine.

Q3 -> Call of Duty -> COD2 -> COD4

Or something like that.
 
This whole issue of CoD4 running on the Q3 engine is unfair. Yes it has a lot of code of quake 3 code, but
so do many other engines, and even if they did not base their engines off of quake then the code is
probably still similar.

The reason for that is the fact there are many things that new engines share with old
engines, and there is no need to rewrite it as the old solution is the still the most efficient,
as well as the fact that there are only a few efficient solutions so code will look the same.

If you let thousands of people all over the world write a c++ code to count up to 100, the solutions would
probably all be a like, since there are only so many ways to do it.

To put it in other words, Cod4 engine isn't much more Quake then source is, or UE3 is UE.
Hell the cryengine probably has almost as many similarities with quake as CoD4.
 
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