DTS shadows.
by Ben Woodhead · in Torque Game Engine · 02/26/2004 (5:22 pm) · 6 replies
Hey everybody.
I took a look around and I have found plenty of messages relating to dts and shadows but they are all old posts and I am hoping ( really hoping ) that some has this working now. :)
I have a model (dts format of course) of a chess board and a set of peices. I am trying to cast a light and have shadows on the board. Everything is a dts type model. I found a lot of messages that say that dts model do not cast shadows or don't except shadows being cast on them.
The first question is that I looked at the show tool and it uses straight OpenGL lighting calls. I took a look at fxLight but I figured I would ask here first. Is there lighting built into torque that I can call from my c++. I would really apprieate if someone could point me in the right direction.
Next, shadowing. Is it possible to cast shadows on dts models. I didn't find anything in the resource section and I could try to write my own but I am hoping that torque has something in it. I am working on a getting started with torque tutorial for GG.
Thanks, Ben
I took a look around and I have found plenty of messages relating to dts and shadows but they are all old posts and I am hoping ( really hoping ) that some has this working now. :)
I have a model (dts format of course) of a chess board and a set of peices. I am trying to cast a light and have shadows on the board. Everything is a dts type model. I found a lot of messages that say that dts model do not cast shadows or don't except shadows being cast on them.
The first question is that I looked at the show tool and it uses straight OpenGL lighting calls. I took a look at fxLight but I figured I would ask here first. Is there lighting built into torque that I can call from my c++. I would really apprieate if someone could point me in the right direction.
Next, shadowing. Is it possible to cast shadows on dts models. I didn't find anything in the resource section and I could try to write my own but I am hoping that torque has something in it. I am working on a getting started with torque tutorial for GG.
Thanks, Ben
About the author
#2
Thanks for the responce. I went through the list of resouces posted by you and the forum threads startec by you and I still can't find your resource. Do you mind letting me know were it is. I was not able to find it.
Thanks again for you help.
Ben
02/26/2004 (5:42 pm)
Hey Erik, Thanks for the responce. I went through the list of resouces posted by you and the forum threads startec by you and I still can't find your resource. Do you mind letting me know were it is. I was not able to find it.
Thanks again for you help.
Ben
#3
02/26/2004 (6:20 pm)
Its not my resource :) I merely applied it to my own code, so I know it works. I _think_ it was Desmond Fletcher? Try searching him, otherwise, like I said its buried deep.
#5
Have you considered rebuilding your board as an interior (.dif) shape? It might be little more work but that after enabling shadows on static DTS objects (which I was able from the above post by Billy) you should have dts objects casting shadows on the board without any more engine hacking. This would also let you do something cool like use mirror brushes for say the white squares.
-Pascal
02/27/2004 (11:40 am)
Hey Ben, Have you considered rebuilding your board as an interior (.dif) shape? It might be little more work but that after enabling shadows on static DTS objects (which I was able from the above post by Billy) you should have dts objects casting shadows on the board without any more engine hacking. This would also let you do something cool like use mirror brushes for say the white squares.
-Pascal
#6
Later, Ben
02/27/2004 (12:45 pm)
Hmm, not sure what you mean. Do you mean like create the board with quark or something like that. Or can I just use the max2map funtion. Would quark be what you recommend.. Later, Ben
Torque Owner Erik Madison
I applied it long ago, it works fairly well.