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TGEA 1.7 dif vs. dts, shadows and foliage questions

by Frank Geppert · in Torque Game Engine Advanced · 04/08/2008 (2:35 am) · 30 replies

Dear friends,

I am testing the demo of TGEA 1.7 and I am impressed. I would like to get a license soon. But before I would like to ask some questions, if you don't mind:

1a) DIF vs. DTS (collision and shadows)
Since I read there is poly-collision for dts now I believe I could make outdoor structures like huts, towers, walls and similar with DTS models now. Is that right? Or do you recommend still to use DIF for faster collision detection, better static shadows or somehting else?

1b) DIF vs. DTS (scene management)
If I create an indoor level is it possible to use DTS for that or do you still recommend to use DIF for static shadows and scene management with zones / portals?

2) shadows / lights
The forge demo does not show much shadows except on the character. So is it possible to see the same static shadows from Constructor in a level with normal-maps applied?
Is there any plan to use dynamic shadows on level geometry in the future or do you recommend to go with static shadows for a while now?

3) foliage replicator
If I create forests, bushes, gras with lots of replicators is this possible or do you suggest to use it rarely? Is LOD and culling possible in the replicator zones?

Thanks in advance. I am looking forward to communicate with you.

Regards,
Frank
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#21
05/20/2008 (9:43 am)
You add your Static Shape in the editor, then (with your object selected) under the tab "Collision" you check usePolysoup...and then it should receive dynamic lighting/shadows and cast shadows onto objects that are able to be lightmapped (*.dif, terrain). That's how I understood it at least.

Hope that hepls.
#22
05/20/2008 (10:52 am)
I did that but still no dynamic shadows from a Polysoup object onto Terrain. There is baked-in shadows but no dynamic one (moving shadow.)
I'm using the station model from TGEA 1.7 to test this.
#23
05/20/2008 (12:50 pm)
@Sorin - As far as I know, polysoup casts static shadows, and receives dynamic light and dynamic shadows, but does not receive not static shadows.
#24
05/21/2008 (12:03 am)
Even objects derived from ShapeBase do not cast dynamic shadows!
The crossbow-weapon, health kit, etc cast proper dynamic shadows on terain in TGE 1.5.2's Stronghold level but not in TGEA 1.7's Stronghold.

Am I missing something, or shadows do not yet work properly in TGEA 1.7?

I thought everything was ported from 1.5.2
#25
05/21/2008 (8:03 am)
Dynamic shadows for a ShapeBase objects need to be enable on the object datablock. Check those settings first.
#26
05/25/2008 (12:08 pm)
Sorry, but which datablock?
The one in C++ or in the script datablock?
I've tried them both but still no luck.
I used the datablock StaticShapeBase(NameHere) in script and I also enabled all the commands to true.

I've already checked the link you provided but it doesn't mention where I should place them or how I should use them.

Aybody please?
#27
05/28/2008 (1:50 pm)
Thanks for your responses Jaimi, Tobias, and Mark...

To Tobias Niva: In your shadow test that you made for Polysoups, what did you mean by: "Pro's - Dynamic lighting/shadows..."? Did you mean dynamic shadows cast and received or just received from other dts objects? I just want to understand what you did. Right now I'm a bit confused.

Also, what did you mean by "cast shadows onto objects that are able to be lightmapped (*.dif, terrain)"?
Did you mean in real time?

I've done some research and I found this link:
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=11168
Since it's been a while since this resource has been released, does anybody know if all of this has been already added to the Engine?

I haven't found much else on the subject so I tought I'd rather ask than speculate.
#28
05/28/2008 (4:13 pm)
I understand if you are a bit confused...so am I in this "jungle of shade"... :-)
Plus I know that I'm not that good at explaining stuff. But I'll try;

When I wrote "dynamic lighting/shadows" at the polysoup-summary, I meant that polysoup objects can receive dynamic light, receive dynamic shadows (from other objects able/enabled to do so)...but not cast dynamic shadows themselves.

About mentioning objects that are "able to be lightmapped"...I meant objects that can have baked (static) lighting/shadows into them...so no - not realtime. Sorry for the fuzziness.
#29
05/28/2008 (11:34 pm)
That makes so much more sense.
Thanks very much Tobias.
#30
12/22/2008 (8:42 pm)
If i have a mesh with various submeshes, using polysoup , its seem that shadows doesnt work
its just works on one submesh.
i have
start01
streetA2
steetB2

am i doing something wrong ? or must i have the object in one mesh ? for me its more easy apply mapping with various submeshes, (( since torque doest work with various mapping channels ))

how can i resolve this problem?
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