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Translucency in DTS Shape derived shadows

by Petteri Huttunen · in Torque Game Engine Advanced · 03/07/2007 (11:28 am) · 7 replies

Hi !

Has anyone gotten it to work in TSE ?

As I would like to have nice foliage shadows and now
the engine gets the shadow data from the object itself, ignoring
the transparency of the foliage.
Eg. foliage shadows are now projected from the alpha planes that should make the foliage w/ transparency.

I know there's this modification for TGE 1.5 and I tried it, but couldn't get it to work.

Thank You in Advance !!

#1
03/08/2007 (5:36 pm)
As of right now it is not supported.
#2
03/09/2007 (1:38 am)
It really needs to be
#3
03/10/2007 (11:38 am)
I'm noticing a lot of issues with LerpAlpha blends sorting improperly.

Starting to wonder if there isn't some sort of overall issue with them...
#4
03/10/2007 (12:24 pm)
Phil, I'll make a deal with you; we'll bump up development of shadow alphas if you guys finish your Atlas hole cutting pipeline. ;)
#5
03/11/2007 (5:03 pm)
Deal :) actually, I'm waiting on ben to have a looksie at the code, in theory it should work, but for some reason the LOD creation isnt happening. I tried just adding all geometry together to see if THAT worked and it that didnt work either, so its something in the instate code.

BTW: Did you ever have a look at the texkill op? apparently thats what you can use to kill off any alpha masked objects. Obviously it wouldnt work with alpha levels, but it will work with alpha masks, which for foliage etc, should be ok.
#6
03/12/2007 (8:06 am)
No! Every object in the world can be unshadowed but we need that terrain editor! (Is that a clear enough direction from the "community"?)
#7
03/12/2007 (9:02 am)
I had a quick looksie at the shader for generating the shadows. It really should only take passing the diffusemap into the shader for the geometry thats generating the shadow map and then using a clip operation based on the the alpha value isnt it? Or am I missing something else?