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Tree Shadow Issue

by Peng Du · in Technical Issues · 06/29/2007 (3:01 am) · 7 replies

I planted some trees on the terrain, after relighting, I got large square shadows under the trees, which are not desirable.

Can I fix this?

Thanks in advance.

#1
06/29/2007 (2:21 pm)
Unfortunately, this is going to happen, as the terrain is large and so is its lightmap, diminishing the quality of the shadows. There is not much you can do about it with the stock engine.
#2
06/29/2007 (10:37 pm)
But I hear if static DTS don't have a collision model, it will not cast shadow.
#3
07/04/2007 (12:19 am)
Thats correct. What effect is it that you are looking for, exactly?
#4
07/04/2007 (5:41 am)
The shadow is not tree-shaped, but square much larger than the tree.
Small circular shadow or no shadow will be better than large square shadow.
#5
07/06/2007 (10:09 pm)
Well if you want no shadow, you could remove the collision mesh, though then the player and other objects can pass through the tree. You could try making the collision mesh more accurately depict the shape of the tree; say a box surrounding the trunk. The success of this depends on the shape and size of the tree, but it can work.

You could also making the shadow a dynamic shadow. It will use the visible mesh itself, making the shadow much more precise, but at a very high cost to processing. This might not be a bad option if you have very few trees that are spread out over a distance.
#6
07/06/2007 (11:51 pm)
@Ross

Thank you! This is true for me in TSE, but not in TEGA.

In TEGA, if no collision mesh, there will be large square shadow; if a collision mesh is available, there's no shadow at all.
#7
07/11/2007 (2:14 pm)
Removing the collision mesh should remove the object's ability to cast a static (light mapped) shadow.

Try running a debug version of TGEA to see if there are any errors or crashes - funky lighting can be the side effect of other memory corruption issues. If everything looks good, but the incorrect shadows continue send over an example dts and we'll debug it here.