Why DTS from blender different
by ATW · in Artist Corner · 10/14/2008 (7:56 pm) · 14 replies
All right after many attempts on exporting out into a DTS and defining the model as a StaticShapeData they still don't cast shadows like other DTS modules that are defined the same way.
Is this a bug?
Is there a way to fix this on export? ether using the gui or script.
The way we came across this little problem was when the added the outline resources and the lines were not taking effect (along with shadow casing).
Thanks
EDIT: Is any one else having this same problem with DTS files exported out using blender mot casting shadows?
Using TGE
Is this a bug?
Is there a way to fix this on export? ether using the gui or script.
The way we came across this little problem was when the added the outline resources and the lines were not taking effect (along with shadow casing).
Thanks
EDIT: Is any one else having this same problem with DTS files exported out using blender mot casting shadows?
Using TGE
About the author
#2
10/15/2008 (3:23 am)
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#3
I tried Triangles, and Triage Strips. don't ask me why I didn't do the Triangle Lists. Is there info on the 3 versions some were so I can read up on them thanks.
EDIT:
All other ShapeBase have shadows and outlines just not any of my Blender files 2 dts.
10/15/2008 (7:00 am)
TGE 1.5.2 AFX 1.1 (Faust Logic: ArcaneFX CoreTech v1.1.0)I tried Triangles, and Triage Strips. don't ask me why I didn't do the Triangle Lists. Is there info on the 3 versions some were so I can read up on them thanks.
EDIT:
All other ShapeBase have shadows and outlines just not any of my Blender files 2 dts.
#4
10/15/2008 (7:23 am)
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#5
10/15/2008 (7:25 am)
Thanks look into that.. I don't think it matters if it is stock TGE.. the ork and trees are the same and they all cast shadows and outline it is only the blender file's that don't.
#6
10/15/2008 (8:12 am)
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#7
Ok.. TGE 1.5.1 stock blender files seam to work like they should they cast shadows.
I guess I was hoping for a fix that was in the blender gui / simple script edit. you know simple haaahaa! :)
10/15/2008 (8:36 am)
First off Thank you Joseph, you are fast to respond to post about blender and the exporter 110+% satisfactionOk.. TGE 1.5.1 stock blender files seam to work like they should they cast shadows.
I guess I was hoping for a fix that was in the blender gui / simple script edit. you know simple haaahaa! :)
#8
10/15/2008 (8:39 am)
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#9
10/15/2008 (8:40 am)
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#10
10/15/2008 (8:56 am)
What would you recommend for triangles? as i read links from above.
#11
10/15/2008 (9:00 am)
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#12
10/15/2008 (9:58 pm)
All right Using Triangle Lists seams to work... Thanks for the Help Joseph again..
#13
10/16/2008 (2:52 pm)
Can't have this post end with 1..3 posts.. superstitions kicks in.. sorry.
#14
10/16/2008 (3:02 pm)
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Torque 3D Owner Marco Meier
Slickware Games
There are different types of DTS objects (TSStatic, ScopeAlwaysShape and ShapeBase Derived). If your shape is a TSStatic object and the Light type is a dynamic Light you will not have a shadow.
Another point: static DTS shadows are based on the object's collision mesh. Means: if your dts object does not have a proper collision mesh there will be no shadow...
There's some really good info on TDN about TGE's Lighting System. But I don't know if you have access as you are not an SDK owner.