Shadows
by Krystian Lahage · in Torque Game Engine · 01/07/2010 (6:38 pm) · 2 replies
Ok, this is definitely gonna sound like an omega newb questions but... I own TGE and was wondering if the lighting editor it comes with is TLK. If so, could someone tell me how I can make it cast shadows (or simulate casting shadows) on .dts objects? Thank you!
About the author
I am in charge of Pickled Studios, a company that me and a few friends founded a few years ago. We are currently working on a multiplayer FPS game.
Torque 3D Owner Daniel Buckmaster
Casting shadows on .dts objects is tricky. A simple way to fix it is to go into shadow.cc and add StaticShapeObjectType to the mask at the top, so shadows will be received by static objects. However, the shadow is received on their collision mesh, which usually doesn't match their visible geometry.
Brett Fattori implemented stencil shadows in 1.3, which basically means true shadowing (and self-shadowing!) on DTS, DIF, terrain, whatever. However, the engine code has changed significantly since then, and the resource is difficult to implement in 1.5 (I couldn't figure it out, but apparently others have).
Also, someone posted here a while ago showing that he'd gotten something similar to work supposedly in 1.5, but he never got around to sharing anything :P.