Always lit trees
by David Erenger · in Torque Game Engine · 02/09/2004 (2:05 pm) · 2 replies
Hi!
I cant get the trees and any other static objects to be effected of the sun and shadows, its always fully lit. Looks not nice.
I have the HEAD without any patches... So what I'm I doing wrong???
I cant get the trees and any other static objects to be effected of the sun and shadows, its always fully lit. Looks not nice.
I have the HEAD without any patches... So what I'm I doing wrong???
#2
The logos are pretty high poly, I didn't do a lot of optimization and I don't think it has any LOD, since it was just a quick bit of eye candy for the demo. Depending on how many triangles your graphics card can push, you may see some slow down with several of them on the screen.
04/01/2004 (10:44 am)
DTS Objects ahould become shadowed when they are in a hill or building shadow. They are not normally self shadowing, though stencil shadow resources do exist.The logos are pretty high poly, I didn't do a lot of optimization and I don't think it has any LOD, since it was just a quick bit of eye candy for the demo. Depending on how many triangles your graphics card can push, you may see some slow down with several of them on the screen.
Dom Oldrey
Also, several of the building and tree models (I guess .dif) have odd lighting on some polys. It looks as if vertex lighting is being used but some vertices are being incorrectly lit. This is not consistent in the some shared vertices are lit correctly when some aren't (i.e. on a floor one tile will be lit green in one corner, and the next tile will be fine.) Again, is this just my machine?
Finally, I put about 5 or six of the logos animating on a hillside and my performance took a nosedive. Is this down to the poly count added, the fact that they are animating, or both?
Thanks for any answers
Dom