Game Development Community

DTS Shadows

by mb · in Torque Game Engine · 05/23/2007 (1:52 pm) · 5 replies

I know this has been discussed before but just to verify and help me and my graphic artist understand a little more detail about this (I'll be doing some testing later when I get home).

The TDN says:

Quote:
In TGE 1.5.1 direct lighting from static lights is occluded by all normal shadow casting objects (terrain, interiors, and other DTS objects). This means DTS objects will behave as if they are receiving shadows from other objects.

So a player will cast a real shadow on a dts object such as a road? Is it wise to use a dts object for either land or roads? I've heard, and have seen, problems such as collisions and networking problems with doing this. Can someone please comment on the advantages/drawbacks (if any) of using dts objects for land or roads in more technical detail. What has to be done to enable dts objects to cast and receive real shadows in 1.5.x. Any other helpful information that you may have is welcomed. TIA.

#1
05/23/2007 (2:32 pm)
I have play around with roads as dts the collision is not as good. In sharp turn you can see the wheel is in the road a little. I am doing some testing in Constructor, the only thing there is you cannot keep the texture align correctly. I have an idea will be testing this week I will let you know what happen.
#2
05/23/2007 (2:32 pm)
I use difs, just plain easier...
#3
05/23/2007 (4:48 pm)
Quote:So a player will cast a real shadow on a dts object such as a road?
No. This means that general lighting information is a little more accurate than before. Ex: The player will not be lit by a static light that is behind a block (whether dts or dif).

It does not add real shadows, it just prevents lighting from reaching an object through solids, in essence, giving the illusion of object-to-object shadows.

Is this explanation too vague or unclear?
#4
05/23/2007 (6:17 pm)
@ross

Your saying that it blocks light but it doesnt cast a shadow on the ground correct?
#5
05/24/2007 (12:11 pm)
I'm saying that the block will cast a shadow onto the terrain and interiors, just as it always has. But now with 1.5.* it will pseudo-shade dts objects behind it, which never happened before.
It will not apply a real shadow to the dts object, like you would see on the terrain, but it prevents the dts from being lit in any way from that one particular light that is impeded by the block.