Game Development Community

DTS casting shadows on DTS

by Jeff Murray · in · 06/15/2006 (12:23 pm) · 11 replies

Is it possible for one static DTS to cast shadows on another static DTS using the lighting kit? Thanks.

#1
06/15/2006 (7:06 pm)
Hi Jeff,

Yes, you can do that, and it's easy to enable. Check out this thread in the TLK private forums for details.

-John
#2
06/17/2006 (8:11 pm)
Thanks, John! That's very cool :)
#3
10/28/2006 (3:44 pm)
Hi
I have this same question but I bought TGE 1.5 which includes TLK but I don't have access to the link above
:( If you can write me the answer I would be very happy :)
Cheers, Lucas
#4
10/28/2006 (11:09 pm)
Tim Heldna, said:

"I don't know if this is the best way to do it but it works.

Go into engine/game/shadow.cc at around line 26 find this

U32 Shadow::smShadowMask = TerrainObjectType | InteriorObjectType;

and change to

U32 Shadow::smShadowMask = TerrainObjectType | InteriorObjectType | StaticShapeObjectType;
"
#5
10/30/2006 (2:03 pm)
I tried it but it didn't work :(
#6
10/31/2006 (1:11 am)
That code casts onto the DTS object's collision mesh, make sure it has one.
#7
10/31/2006 (3:17 am)
When I tried to cast shadow from my DTS object to the standard DIF object included in the TGE it works. But when I try to reverse it, it doesn't work. Also DTS on DTS doesn't work. My objects have collision meshes.
#8
10/31/2006 (12:04 pm)
Try adding:
| StaticObjectType | StaticTSObjectType | StaticRenderedObjectType;

I also could not get DTS to DTS shadows using JUST 'StaticShapeObjectType'
#9
10/31/2006 (1:21 pm)
Nothing :( still no shadows
#10
11/03/2006 (5:02 am)
First try running the test with assets that are known to work - like using the demo trees (which have valid collision boxes) and test that the player's shadow casts onto them.
#11
11/03/2006 (9:54 am)
Damn, that doesn't work too :(
PS. Can I make the DTS shadow a little bit darker?

[IMG]http://img527.imageshack.us/img527/1019/shadowstd3.th.jpg[/IMG]