Dynamic .DTS shadows
by Lorenz Golard · in Torque Game Engine · 04/20/2005 (7:57 am) · 4 replies
Hi!
How to turn on dynamic shadows for DTS shapes? I am trying to add a dynamic shadow to a StaticShapeData datablock (the switch from the scripting tutorial in the documentation), but I didn't find anything in the datablock documentation.
How to turn on dynamic shadows for DTS shapes? I am trying to add a dynamic shadow to a StaticShapeData datablock (the switch from the scripting tutorial in the documentation), but I didn't find anything in the datablock documentation.
About the author
#2
Item code:
04/21/2005 (8:19 am)
Items don't have shadows. I'm not able to get it to work as a Player (it doesn't show up).Item code:
datablock ItemData(Switch)
{
category = "Misc";
shapeFile = "./flagpole.dts";
isSwitchOn = false;
};
function Switch::onCollision(%this,%obj,%col,%pos)
{
if(%obj.isSwitchOn)
{
%obj.stopThread(0);
%obj.isSwitchOn = false;
}
else
{
%obj.playThread(0,"ambient");
%obj.isSwitchOn = true;
}
}
#3
Since it affects the quality of the shadows if you have it set to 0 or 1 you might not be able to see them at all.
Hope it helps.
04/21/2005 (4:49 pm)
Try to check in your /client/default.cs if you have a line like this :$pref::shadows = "2";
Since it affects the quality of the shadows if you have it set to 0 or 1 you might not be able to see them at all.
Hope it helps.
#4
old:
new:
04/22/2005 (6:17 am)
$pref::shadows is already set to 2. I've enabled item shadows in the c code (lighting pack, not torque only) by changing item.cc.old:
Item::Item()
{
mTypeMask |= ItemObjectType;
mDataBlock = 0;
mCollideable = false;
mStatic = false;
mRotate = false;
mVelocity = VectorF(0,0,0);
mAtRest = true;
mAtRestCounter = 0;
mInLiquid = false;
delta.warpTicks = 0;
delta.dt = 1;
mCollisionObject = 0;
mCollisionTimeout = 0;
//mGenerateShadow = true;
mConvex.init(this);
mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
}new:
Item::Item()
{
mTypeMask |= ItemObjectType;
mDataBlock = 0;
mCollideable = false;
mStatic = false;
mRotate = false;
mVelocity = VectorF(0,0,0);
mAtRest = true;
mAtRestCounter = 0;
mInLiquid = false;
delta.warpTicks = 0;
delta.dt = 1;
mCollisionObject = 0;
mCollisionTimeout = 0;
mGenerateShadow = true;//!
mConvex.init(this);
mWorkingQueryBox.min.set(-1e9, -1e9, -1e9);
mWorkingQueryBox.max.set(-1e9, -1e9, -1e9);
}But the shadow isn't animated and it doesn't rotate (the ammo item shadows aren't rotating, but the ammo items are).
Associate Kyle Carter