Beta 5: Player not casting shadow with advanced lighting (not a bug)
by Matt Kronyak · in Torque 3D Professional · 08/10/2009 (5:30 pm) · 6 replies
When Advanced Lighting is enabled everything in the scene casts a shadow except the player (whether in first or third person). The image mounted to the player (the weapon) DOES cast a shadow. If I switch to basic lighting, the player shadow appears again.
#2
08/10/2009 (6:58 pm)
thx for the heads up Ross.
#3
I believe I found the datablock property that needs to be changed:
shadowEnable
which is defined in ShapeBaseData.
I set shadowEnable=true; on the player datablock(s) although its still not casting a shadow. If I echo the datablock.shadowEnable from the console it is definitely set as 1.
shadowEnable is set to true on PlayerData by the way (and nearly every other ShapeBaseData derived class), but ShapeBaseData itself appears to initialize it as false.
It could be that I'm on the wrong path, but I'm following this route a bit further.
08/10/2009 (7:51 pm)
Ross, thanks for the info.I believe I found the datablock property that needs to be changed:
shadowEnable
which is defined in ShapeBaseData.
I set shadowEnable=true; on the player datablock(s) although its still not casting a shadow. If I echo the datablock.shadowEnable from the console it is definitely set as 1.
shadowEnable is set to true on PlayerData by the way (and nearly every other ShapeBaseData derived class), but ShapeBaseData itself appears to initialize it as false.
It could be that I'm on the wrong path, but I'm following this route a bit further.
#4
08/10/2009 (7:53 pm)
Matt, it's a property on the material, not on the shape.
#5
The property is castShadows on the material. The material editor supports this property being edited. The Gideon character was simply missing this property.
08/10/2009 (8:02 pm)
Ah ha, found it. Thanks Pat.The property is castShadows on the material. The material editor supports this property being edited. The Gideon character was simply missing this property.
#6
08/11/2009 (5:45 am)
Actually the Gideon character wasn't missing this property when I went into the editor to look. The checkmark was marked for cast shadow but it wasn't until after I had unchecked it and checked it again that the shadow appeared. Not really a serious problem as it works fine now.
Associate Ross Pawley
I can't do an update at the moment, or I'd find out some specifics for you, but I just wanted to give a heads up that this is easily fixed (or should be, I think).