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Shadows on text - GMAX

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spain
Hi. Im doing Cordoba LEBA Airport. In front of the terminal building, there are a big sign with the airport name letters. I modelled it with text in Gmax, then converted to a spline, and extruded. Last i converted to editable poly, but with cap sides at start and end, to make it manifold or water tight. I attached the text poly to the building, but when exported it, there are a problem with shadows. They are hugely long, like in this pic:
Picture.png

I know that every object must be manifold to cast volume shadows, but if i export just the text poly, there are no problem, then this object must be manifold, right? This is the image only when exported text object:
Picture1.png

Could anyone help me? Thanks a lot.
 
I don't know either what cause that. But you can try export only the sign and change GUID in MCX then use XML to place in the same coordinate as the building. This might solve the problem.
Using volume shadow, do not use drawcall batching, this can cause flickering.
 
Thanks jtanabodee. I start today my 2 weeks holidays so i couldnt try. Ill do it when come back.
 
I finally find the problem, the text wasnt fine modelized. I think FSX shadows dont works good with 1-sided objects. After converted the text object to splines, extrude them and converted to editable poly, now is working.
Thanks.
 
Interesting, I knew once converted that all objects were turned into mesh but I guess without a closed object or rather one with more only two dimensions the SIM doesn't recognize it as an object.
 
Exactly Paul, I think so. Now my terminal building is almost finished, with shadows!!!. One more question, do you know why materials appears so dark in FSX?
Picture3.png

Thanks!
 
From the image I think the materials look great! If you're running DX10 preview they may appear darker also what you see on your monitor may be different for someone else.
 
Thats amazing, jtanabodee. I follow the instructions on the threads u linked, and now the result is perfect for me. The day comes in!!. The following pictures shows the changes between "No base material specular", and "Assume vertical normal" turned off and on.
Picture4.png

Picture5.png

The differences are obvious. In your threads, you comment that is necessary to use "No drawcall batching", but i export the model with gmax, and placed in sim with ADE, so i can not turn on this option, but at the moment im happy with this results.
Thanks!!.
 
The reason for that is: the volume shadow does not eliminate the default shading of the game. So the volume shadow combine with the shadow from the shading of light make it too dark.
Congratulation with your success. You model and texture looks perfect.
 
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