Shadows on Unique terrains.
by Andy Hawkins · in Torque Game Engine Advanced · 07/09/2008 (8:59 am) · 5 replies
As Unique terrains dont allow shadows in Torque, it would be nice to be able to load DTS's of buildings etc (textures not required) to cast shadows on the terrain and then bake it out to the existing textures.
Is this possible in Torque?
Is this possible in Torque?
#2
We need shadows for Atlas, please work on it!
07/14/2008 (1:33 am)
*Kicking Rene Butt really hard!!We need shadows for Atlas, please work on it!
#4
Also if Rene would be so kind to look at my resource I posted on the forums and help us port it it has nice shadowing capabilities...but i know nothing of the new way Torque is doing things...like the clip-map:(
But while I'm talking Thank you for all the hard work you have put into our engine, I hope to put in some of what i am learning at School for Game Simulation:)
07/14/2008 (1:53 pm)
Next in line!Also if Rene would be so kind to look at my resource I posted on the forums and help us port it it has nice shadowing capabilities...but i know nothing of the new way Torque is doing things...like the clip-map:(
But while I'm talking Thank you for all the hard work you have put into our engine, I hope to put in some of what i am learning at School for Game Simulation:)
#5
I won't promise too much here but I will dig out that particular Atlas stuff and see whether I can get it into something usable and releasable. What made it all stop in the first place was that I was hitting some serious issues with the Atlas geometry code. We'll see.
@Bobby
Could you post me a link to the resource you are talking about? Will take a look then.
07/15/2008 (7:23 am)
Okay, okay... my butt's hurting now.I won't promise too much here but I will dig out that particular Atlas stuff and see whether I can get it into something usable and releasable. What made it all stop in the first place was that I was hitting some serious issues with the Atlas geometry code. We'll see.
@Bobby
Could you post me a link to the resource you are talking about? Will take a look then.
Associate Rene Damm
What you could do is use Grome as your level editor (at least for object placement) and then employ its shadow map feature to generate and bake lighting.
Otherwise, it *is* possible to support shadow maps on unique terrains without too much effort. Basically, all you have to do is to hook up the unique texture source with the shadow source and pipe both into a blended clip map cache.
I had this almost complete in combination with some new rendering stuff for Atlas, but somehow the whole thing hasn't yet found its way to release and--as things are looking right now--won't do so in the foreseeable future.
If you kick my ass real hard, though... who knows :)