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T3D Beta 1 Bug: Player Shadow not showing up it first person

by Charles Wolfsandle · in Torque 3D Professional · 05/18/2009 (5:12 pm) · 12 replies

Player shadow does not show up in first person, but when switched to third person it works.

I created a new project from full template. Stand with sun to back in third person, see shadow. Switch to first person, no shadow.

Not a problem in PhysX, or FPS Genre.

#1
05/18/2009 (10:34 pm)
In the player datablock ("art/datablocks/player.cs") make renderFirstPerson = true, instead of false. I think the Template uses art/datablocks/players/player.cs for the path.

It seems that the player shadow is linked to whether or not you can see yourself (arms, legs, etc) while in 1st person mode. Always thought it was and odd "problem" and had thought it would be going away...
#2
05/19/2009 (12:14 am)
Cool...I see that now...looks like the Bug is that I am a noob
#3
05/19/2009 (12:47 am)
Cant call yourself a noob for making logic based assumptions. The word for that is learning.

Bug or not by definition; it would be nice to see it finally GONE from Torques legacy of odd little quirks.
#4
05/19/2009 (6:43 am)
Seeing your own shadow doesn't play well with the weapon first-person offset, since the shadow clearly shows the weapon is no longer in the player's hand. I recommend only enabling the player rendering if you design your player in such way that it can be controlled in first person without using the weapon offset (this often means the weapon doesn't always follow the camera as tightly), like in Mirror's Edge.
#5
05/22/2009 (6:05 pm)

Fixed in B2. Player renders into shadow pass even if renderFirstPerson is false.
#6
05/22/2009 (10:31 pm)
That's not a fix. If you don't render your player model in first person, usually because you use a specific first person weapon model, then the engine now renders a non-animated shadow of your invisible player model.

So, you see a shadow of yourself standing still while you run. :P
#7
05/22/2009 (10:36 pm)
Are you seeing a non-animated shadow? It looks animated to me.
#8
05/22/2009 (10:43 pm)
It's definitely an animated shadow for me too... although the weapon offset is a little "off".
#9
05/22/2009 (10:55 pm)
Yeah, looks to me like the gun needs to render into the shadow pass in its 3rd person position. In first person it is 'really' mounted to your head.
#10
05/22/2009 (11:38 pm)
It TGE I placed the cam in 3RD person, then moved the cam into the forehead (a tad bit before the skull), and the view was acceptably. Object mounted in the hands did not appear odd, and when looking to the ground the full player body was rendered just fine, for my project. Is there some reason this method will not work?
#11
05/23/2009 (8:24 am)

The weapon offset thing still has to be looked into.

@Henry
As for animations, yes, your shadow isn't animated when your player model isn't. Switch to the follow camera and you'll likely see that your player model isn't animating when running.

IIRC there's been changes in the player datablock setup that broke the animation associations with (some? of) the player models that previously shipped with Torque. Drop the SpaceOrc into T3D to see what I mean.

That rendering itself has nothing to do with this. It's a simple decision of "render in this pass or not?".
#12
05/23/2009 (9:20 am)
@Rene: never knew that about the SpaceOrc.... interesting. BoomBot, ForgeSoldier, Spacesuit, Korc, and even the old Tribes looking guy all appear to work fine - the Elf doesn't step-right - wonder what's so different about her and the SpaceOrc?