Staticshape casts shadow on terrain
by Chan Chi Kit · in Torque Game Engine Advanced · 08/10/2007 (9:20 am) · 5 replies
When I put StaticShape (DTS) to TGEA, it will cast shadow on terrain. However, the shadow looks like a big big box.
How can TGEA cast appropriate StaticShape shadows on terrain...?
Please help.
How can TGEA cast appropriate StaticShape shadows on terrain...?
Please help.
#3
Can these Ststic shape shadows be turned off completely? We've the same problem, all our static shapes cast unrealistic shadows, we had them switched off in the level editor in TGE and did them in art for the specific model.
I assume we have to make a datablock for all static shapes or something and turn off the shadows in this?? Does this sound credible?
08/12/2007 (3:30 am)
Hi AllCan these Ststic shape shadows be turned off completely? We've the same problem, all our static shapes cast unrealistic shadows, we had them switched off in the level editor in TGE and did them in art for the specific model.
I assume we have to make a datablock for all static shapes or something and turn off the shadows in this?? Does this sound credible?
#4
You can switch to StaticShape objects (these require datablocks), which can cast dynamic shadows that are controlled, quality-wise, by the object's datablock and not dependent on the terrain/interior light maps.
08/12/2007 (2:01 pm)
TSStatic shapes cast static shadows that are baked into the terrain and interior light maps. The shadow quality can only be as detailed as the light maps.You can switch to StaticShape objects (these require datablocks), which can cast dynamic shadows that are controlled, quality-wise, by the object's datablock and not dependent on the terrain/interior light maps.
#5
I'll take a look into it this week, cheers
H.
08/13/2007 (5:38 am)
Okay, thanks John, I think I understand. Basically when we had our game in TGE, yes all our objects could if we wanted cast dynamic shadows, we turned them off as we have so many objects it was too expensive, and did the work in art. Since porting to TGEA, most of our objects are still fine, as they all have dateblocks anyhow as they are things that are animated, or targets etc etc.. The only guys we're having problems with are anything we had in as a static object before, they cast a big square shadow from the bounds box presumably onto the terrain light-map. This is what we want to turn off. So yes, hopefully if we make all these objects StaticShape objects we should be looking good ..I'll take a look into it this week, cheers
H.
Associate David Montgomery-Blake
David MontgomeryBlake