75 for anyone who can fix this
by Adam Beer · in Torque Game Engine Advanced · 01/21/2008 (7:02 pm) · 15 replies
In this thread here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=71362
I wanted to know how to allow shadows from the sun/light objects to use alpha maps to project them on terrain, shapes and other shapes that use alpha maps (like trees, foliage). I am in need of:
-Some way of allowing shadows to take alpha maps on shapes into account for projecting and receiving shadows.
Torque currently just uses just polygons to projects shadows and shapes with alpha maps dont receive shadows at all. I will pay $75 for this to be fixed and release the code as a resource also. I hope someone is willing to do it. Contact me on msn (adam_labat@hotmail.com) or email me (cbeer1@cogeco.ca).
http://www.garagegames.com/mg/forums/result.thread.php?qt=71362
I wanted to know how to allow shadows from the sun/light objects to use alpha maps to project them on terrain, shapes and other shapes that use alpha maps (like trees, foliage). I am in need of:
-Some way of allowing shadows to take alpha maps on shapes into account for projecting and receiving shadows.
Torque currently just uses just polygons to projects shadows and shapes with alpha maps dont receive shadows at all. I will pay $75 for this to be fixed and release the code as a resource also. I hope someone is willing to do it. Contact me on msn (adam_labat@hotmail.com) or email me (cbeer1@cogeco.ca).
About the author
Adam is the owner of Ignition Games, an indie game and software development company.
#2
01/22/2008 (6:07 am)
Let me see how hard it is to write a shader for this...no need to go through all the C++ trouble...not much anyway...this is already on my development list at Imagn' Games and media;)
#3
01/22/2008 (7:16 am)
@Marc How is this redoing the shadow system? Its adding aditional functionality. If you dont want the code released also, I wont.
#4
01/22/2008 (7:48 am)
Bobby, creating the shadow matrix (that projects the model down to the terrain) via a GPU is a very very bad style of programming.
#5
01/24/2008 (10:19 am)
Is anyone interested in attempting this?
#6
01/25/2008 (10:45 am)
It wouldn't be using the vertex of the model at all, but i would just use a black and white alpha in a shader to achieve the effect..like a decal with alpha fade on or something if you can picture it, its how i did it in 3Dgamestudio in the days of Directx7-8
#7
01/25/2008 (11:05 am)
So Bobby your working on this?
#8
01/26/2008 (7:56 am)
Like I said it is on the development list, but at present i am the only programmer(a very loose title;))here, so in between school full time(getting a BA in Game and Simulation Programming), and then children of coarse take up a lot of time. But I am working on it, if you would like to see me move on from the "8 texture on the Atlas terrain"(see post in shader forum) i could really use someone to say it is done and needs nothing else, i hate leaving things unfinished while starting another project, it makes for a lot of unfinished stuff:) and I was try to get community input for it, and Ive gotten some but i need more in the way of"I want this" added to the current terrain scheme...follow? After that i would love to tackle this, and i did look at a few of my shader books(there are a ton of them) and Ive found what you need i believe, just need to spend some time with it:) oh and i don't want any money for this just that what ever i do get turned over to the community, but i guess if if you all really like my work past of present and have found it useful i will be happy to take donations;)
#9
01/26/2008 (8:00 am)
Thanks Bobby. I did check out your 8 Atlas textures and it worked well. I had no problems getting it working once so ever. Thanks for tackling this for me.
#10
http://image.com.com/gamespot/images/2004/screen0/919849_20041123_screen008.jpg
I have it "on my list as well"...if I find out I will let ya know.
02/08/2008 (6:01 am)
There were versions of TSE(or someone's version of tse that had this feature).http://image.com.com/gamespot/images/2004/screen0/919849_20041123_screen008.jpg
I have it "on my list as well"...if I find out I will let ya know.
#11
Also used Speed Tree
02/08/2008 (6:26 am)
Ed that was Poacher... it was done in a very modded version of TGE. Also used Speed Tree
#12
02/08/2008 (12:09 pm)
So is anyone actually working on this right now? I am still really in need to it and the $75 is burning a hole in my pocket right now.
#13
www.garagegames.com/mg/forums/result.thread.php?qt=37723
While this is not a solution, these are something i found with a search, i'm going to assume you've seen them though.
But anyhow, they describe some theories and some partial implementation of what you're wanting..... well heck i'd like to have this type of shadow as well.
03/01/2008 (4:13 pm)
www.garagegames.com/mg/forums/result.thread.php?qt=37692www.garagegames.com/mg/forums/result.thread.php?qt=37723
While this is not a solution, these are something i found with a search, i'm going to assume you've seen them though.
But anyhow, they describe some theories and some partial implementation of what you're wanting..... well heck i'd like to have this type of shadow as well.
#14
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9643
03/01/2008 (7:15 pm)
He released a resource for this awhile back, but it only supported TGE4.2:http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9643
#15
Thanks.
03/01/2008 (7:19 pm)
Well thanks for all the suggestions but none of this actually helps. I am still looking to pay someone to get this done. I dont want to make shadow maps for every model I have (I have hundreds) and I am using TGEA, not TGE. I am quite desperate for this so if someone is interested in at least giving this a try, please let me know.Thanks.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Hope thats not meant for real especially if you want to make it freely available ...
no go