MS4 - Atlas Shadow bug
by Vincent BILLET · in Torque Game Engine Advanced · 09/07/2006 (3:10 am) · 8 replies
It seems there is some shadows issues with Atlas2 and MS4. check the screen below :

Some faces of Atlas terrain doesn't render shadows.
Edit : Atlas Shadows seems to have a different direction of player shadow...

Some faces of Atlas terrain doesn't render shadows.
Edit : Atlas Shadows seems to have a different direction of player shadow...
#2
Hmmm.. I left default parameters. I Just copied starter.fps for MS3 my HTC files... No more.
09/07/2006 (4:03 am)
@J.C. Smith : Hmmm.. I left default parameters. I Just copied starter.fps for MS3 my HTC files... No more.
#3
09/07/2006 (4:16 am)
Ah-ha. It was a problem with Kork. Apparently his bounding box was too small and was causing issues. Changed to a differnet model and works fine.
#4
09/07/2006 (4:59 am)
That looks like it's due to clipping (similar to TGE shadows), which prevents shadows from casting through walls, but it's hard to tell from that angle. (see the TSE Lighting System Q&A thread for details)
#5
It's really simple to test...
1) download Joseph helm starter.fps.
2) copy client/script/shaders.cs from terrain_water_demo into starter.fps
3) edit client/init.cs add "initRenderInstManager();" just after "loadmaterial();"
4) copy simple.mis from terrain_water_demo into starter.fps
5) launch simple.mis
5) run over the terrain. There is many and many location where shadows vanishes... you can't miss them.
09/07/2006 (5:15 am)
@Jhon, It's really simple to test...
1) download Joseph helm starter.fps.
2) copy client/script/shaders.cs from terrain_water_demo into starter.fps
3) edit client/init.cs add "initRenderInstManager();" just after "loadmaterial();"
4) copy simple.mis from terrain_water_demo into starter.fps
5) launch simple.mis
5) run over the terrain. There is many and many location where shadows vanishes... you can't miss them.
#6
09/07/2006 (5:21 am)
Yes that is clipping - it prevents shadows from going through walls by clipping them to surfaces. I'm looking into making them less obvious, but for now you need to reduce the object's projection distance (see the TSE Lighting System Q&A thread for details).
#7
OK, And what's about making Atlas shadows and player same direction ?
09/07/2006 (5:25 am)
@John :OK, And what's about making Atlas shadows and player same direction ?
Torque 3D Owner J.C. Smith
shadowmaxvisibledistance = 50;
shadowmaxprojectiondistance = 20;
I have a headless shadow.