Game Development Community

Incorrect shadowing on static shape

by Robert Geiman · in Torque Game Engine · 11/29/2005 (11:49 am) · 8 replies

I have an issue with shadows cast upon my stone floor. The entire floor is made up of multiple square floor static shapes pushed together to create one large floor. The issue is when the floor is next to a house that casts a shadow, instead of a shadow in the shape of a house displaying over the floor (as it does over terrain), one whole square floor shape is dark while the ones next to that shape are lit up completely.

Is there anything I can do to fix this? Will the TLK fix this?

members.buckeye-express.com/Rob.Lori/shadowfloor.png

#1
11/29/2005 (11:50 am)
You could try the Lighting Pack by using the .exe from one of the demos.
#2
11/29/2005 (12:02 pm)
Hmmm, I didn't realize the torqueDemo.exe that comes with the 1.4 demo install included TLK.

If that's the case, then I guess TLK doesn't fix the issue, unless there are some kind of preferences that can be tweaked...

There's gotta be a solution, otherwise how could one ever do roads in a game with shadows?
#3
11/29/2005 (12:07 pm)
From www.garagegames.com/mg/snapshot/view.php?qid=1078:

"PPS... Special thanks to John Kabus for including the Torque Lighting Kit demo executable in the 1.4 demo. Looking at the new demo, it's obvious how much better the TLK can make game scenes."
#4
11/29/2005 (12:29 pm)
You state you're using static meshs as in DTS right? From my understanding for those kind of things you should be using DIFs instead. DTS should only be used for vehicles, players, deployables, items, weapons, trees, and other misc. items. As for buildings/interiors, roads, and other things that you would never move (becides trees) you should use DIFs.
#5
11/29/2005 (12:54 pm)
Nathan, yes, I'm using DTS for the road. You may be right, that switching to DIF would solve my issue. I'll give that a shot, thanks!
#6
11/29/2005 (1:00 pm)
Hi guys,

The Torque Lighting Kit allows you to customize the lighting on static DTS objects, so you can blend them seamlessly into scenes like this. The TLK version in the TGE demo is stripped down to a few key features that enhance the demo, the full TLK version has many more features.

-John
#7
11/29/2005 (1:06 pm)
Ah, thanks for the clarification, John. It's good to know that the TLK can handle issues like this, even though I am probably going to convert them to DIF anyways.

TLK looks like a GREAT product, and I plan on purchasing it as soon as you come out with a TGE 1.4 compatible version (hint, hint). ;)
#8
11/29/2005 (1:31 pm)
@John
Ditto what Robert said. :)