Game Development Community

Character Shadows

by Col. for Creative Studies (#0001 · in Torque Game Engine · 04/18/2006 (6:33 pm) · 4 replies

Alright, how do I get a collision object on a character, but still have his shadow accurately represent his form? I know shadows are usually drawn from collision objects, but the player in the starterFPS has a shadow that fits his form. Is there something special I have to do?

Thanks!
-Justin

#1
04/18/2006 (8:21 pm)
Realtime Shadows for TSShape objects are cast correctly - only TSStatic shadows are cast from their collision meshes.
#2
04/18/2006 (8:28 pm)
By the "TS" do you mean "Torque Shader?" If so, I apologize for not informing that we are using TGE. I'll talk to someone else on the programming team about this, but please get back to me with any advice. Thanks!

-Justin
#3
04/18/2006 (8:38 pm)
Collision on characters uses a custom method, you don't put a collision mesh on them at all.

Oh and by TS, he means ThreeSpace, the 3d format Torque uses.
#4
04/20/2006 (1:23 am)
Yeah, maybe I should have clarified that.

TSShape is abbreviated 'ThreeSpace Shape', or I like to think of it as 'Torque's Shape'
TSStatic is 'Threespace Static', a sstatic mesh. I like to think of this as 'Torque Shape Static'

Although, even in the TSE it should still be TSShape and TSStatic.