DTS to DTS Shadowing
by SqHd · in Torque Game Engine Advanced · 03/09/2008 (11:45 am) · 6 replies
Hello,
I was wondering if there will be any lighting / shadowing enhancements with the upcoming 'big update to TGEA'. With the inclusion of Polysoup, it would be great if there was dts to dts shadowing and self shadowing for 'tsstatic' shapes. I really enjoy being able to create interiors in 3ds Max, but I miss the light mapping abilities of Constructor. If tsstatic shapes could self shadow and cast shadows on other dts shapes, polysoup levels / interiors would look awesome!
Also would the above changes mean we wouldn't have to worry about depth partitioning and shapes receiving light through walls?
Thanks,
Kerry
I was wondering if there will be any lighting / shadowing enhancements with the upcoming 'big update to TGEA'. With the inclusion of Polysoup, it would be great if there was dts to dts shadowing and self shadowing for 'tsstatic' shapes. I really enjoy being able to create interiors in 3ds Max, but I miss the light mapping abilities of Constructor. If tsstatic shapes could self shadow and cast shadows on other dts shapes, polysoup levels / interiors would look awesome!
Also would the above changes mean we wouldn't have to worry about depth partitioning and shapes receiving light through walls?
Thanks,
Kerry
#2
03/13/2008 (7:13 pm)
Thanks for the heads up on the whitepaper. There was a bunch of interesting reading on the developer zone.
#3
Here's a quote from John Kabus from this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=29281
04/10/2008 (1:46 pm)
Just curious if this is now possible in TGEA 1.7 or if its still being worked on.Here's a quote from John Kabus from this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=29281
Quote:DTS to DTS shadowing is different from self-shadowing, and a little more involve. Technically TGEA supports both, but we're still working out some of the details for DTS to DTS shadowing, so we haven't been pimping it too much (otherwise Ross and I would have immediately pitched the idea of using TGEA).
#4
04/11/2008 (8:02 am)
DTS to DTS shadowing does work for Dynamic shadows. (At least it did in previous versions) But I think your referring to light mapped shadows Kerry?
#5
It would be great if polysoup 'tsstatic' shapes could cast / receive shadows on each other and self shadow with static/dynamic lighting and the sun. Currently they cast lightmaps on interiors and terrain, but not on each other. They also receive light (depth partitioning) through other polysoup walls, objects, etc which kills your light source.
Polysoup is an excellent feature. I'm just hoping for the ultimate in a lighting system. :)
I read the 'Sunburn' blog by John Kabus about his new XNA lighting system.
bleedingedgeindie.blogspot.com/
www.ziggyware.com/news.php?readmore=586 on Ziggyware
In the images, you can see what I'm trying to describe (assuming those shapes are polysoup).

04/11/2008 (9:06 am)
Yes, similar to light mapping. Constructor does something like this with baked dts objects and lightmapping. All the objects / brushes receive shadows as well as self shadow.It would be great if polysoup 'tsstatic' shapes could cast / receive shadows on each other and self shadow with static/dynamic lighting and the sun. Currently they cast lightmaps on interiors and terrain, but not on each other. They also receive light (depth partitioning) through other polysoup walls, objects, etc which kills your light source.
Polysoup is an excellent feature. I'm just hoping for the ultimate in a lighting system. :)
I read the 'Sunburn' blog by John Kabus about his new XNA lighting system.
bleedingedgeindie.blogspot.com/
www.ziggyware.com/news.php?readmore=586 on Ziggyware
In the images, you can see what I'm trying to describe (assuming those shapes are polysoup).

#6
04/11/2008 (2:23 pm)
They should be polysoup since it is based on the TX codebase and not TGEA's.
Torque Owner Stephan Goebels
One Man Show