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Shadows from Invisible brushes in dif

by Ron Hasson · in · 02/07/2006 (8:26 am) · 3 replies

I need to make invisible collision brushes in my dif, basically to block of areas in my interior.
I did this by applying a Null texture on the brushes.

Fine so far.

In my mission, when my TLK lights have shadows checked, it not cast shadows from other dts objects onto the dif, but also cast from invisible brushes.

How to make lights cast shadows but NOT cast from invisible brushes (null textured)?

Thanks

#1
02/07/2006 (9:27 am)
Hi Ron,

Excellent question; Torque (and the Torque Lighting Kit) treat invisible brushes as a standard brush that isn't rendered. Instead if you use a collision brush (a brush assigned a collision entity, similar to how portals are created) the brush will be invisible, allow light to pass through, and still block players and vehicles.

-John
#2
02/07/2006 (7:21 pm)
Hi John,

I'm using 3D World Studio to export my .map and convert to dif using map2dif_plus.exe.

When I assign a "collision" class to a brush, I got a wierd result.
Everything in my dif becomes non-collidable. Even brushes that are not tagged with "collision" class.

Is there a problem with map2dif_plus.exe?

Similar thing will happen if I use Hammer to build my levels.
The .map file looks right, collision entity is there. It's just when I run map2diff_plus, everything becomes non-collidable.

Thanks
#3
02/08/2006 (8:44 am)
Hi Ron,

I'd stick to the standard map2dif. Map2dif+ is relatively new and is a little unstable.

-John