TS static objects and shadows
by University of Gotland (#0005) · in General Discussion · 05/30/2006 (9:14 am) · 7 replies
I have a problem and hope someone can help. How can I get TS static objekts to cast shadows, can the even do this?
About the author
#2
I think there is a difference between different types of static objects when it comes to casting shadows, the dts static objects do cast chadows but the simple TS objects don't, do you have any solution to this? or do I have to make all my objects in to DTS objekts, if so this will mean a lot more data for the processor to handle.
Tanks for any help.
05/30/2006 (9:58 am)
I have the lighting kit but it still won't work. I will try the code and get back to you. Thanks a lot.I think there is a difference between different types of static objects when it comes to casting shadows, the dts static objects do cast chadows but the simple TS objects don't, do you have any solution to this? or do I have to make all my objects in to DTS objekts, if so this will mean a lot more data for the processor to handle.
Tanks for any help.
#3
In TLK TSStatic objects cast static shadows, these render faster and look a lot nicer. Static shadows are based on the DTS object's collision mesh, and the object needs to be large enough to cast a visible shadow onto the terrain or interior's light maps. For more details check out the TLK Modeler's Guide.
If you'd like to add dynamic shadows to TSStatic objects the threads Aaron posted should help.
05/30/2006 (10:09 am)
Hi guys,In TLK TSStatic objects cast static shadows, these render faster and look a lot nicer. Static shadows are based on the DTS object's collision mesh, and the object needs to be large enough to cast a visible shadow onto the terrain or interior's light maps. For more details check out the TLK Modeler's Guide.
If you'd like to add dynamic shadows to TSStatic objects the threads Aaron posted should help.
#4
Tanks for any help.
05/30/2006 (10:42 am)
Maybe a stupid question but will Torque generate the light maps for interior's on it's own or is this something I have to do my self? If so, how? Do the TSS static objects need to have a light map as well for the shadow's to work. Can you please post a link to the TLK Modeler's Guide, I can find it.Tanks for any help.
#5
05/30/2006 (2:25 pm)
The light maps are automatically generated by torque, only the interiors and the terrain need them. The TLK Modeler's Guide is in the root TLK folder (on the same level as the 'engine' and 'example' folders).
#6
05/31/2006 (7:56 am)
Still problems. Is there some code that will enable TS static shadows . or some settings in quark that I need to consider ween exporting the dif file for the interior.
#7
I check the TLK forums more frequently, lets move over there and go into more detail.
05/31/2006 (10:33 am)
The shadows work right out of the box, as long as the TSStatic object has a proper collision mesh.I check the TLK forums more frequently, lets move over there and go into more detail.
Torque Owner Aaron E
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One option would be to get the Torque Lighting Kit, integrate the code, and there should be options available for shadows on static objects. Or you can save some money and add in the shadows on your own with some minor code changes. Here are some links . . .
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=11168
www.garagegames.com/mg/forums/result.thread.php?qt=34938
I hope this helps,
Aaron E.