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DTS to DIF Dynamic Shadows?

by Thomas Phillips · in Torque Game Engine Advanced · 01/18/2007 (6:58 pm) · 7 replies

Are dynamic shadows cast from DTS (ShapeBase) to DIF interiors working completely in MS4? I am seeing dynamic shadows cast on some surfaces, but only a few. I have tried both a sun and spot light source, each generating the same effect.

Any ideas what may be causing this?

Tom

#1
01/19/2007 (5:32 am)
I think John did some info on this on TDN. As far as I recall there is a tweak value yoou can use to alter the dts shadow projection so that it affects DIF's properly.
#2
01/22/2007 (11:12 am)
Hi Tom,

Can you be more specific about which surfaces are working and which are not, or post a few screenshots of the problem.
#3
01/24/2007 (5:50 pm)
Shadows working again in 4.2, so problem resolved. ;-)

Tom
#4
01/24/2007 (5:56 pm)
I am seeing no shadows on DIFs from the Orc model.. Is there something missing that needs to be added? We haven't seen them since MS4, but knew there was various things needing to be brought up to date.


I made some changes and added back certain shaders related to Legacy Terrain, but still no shadows. Is there any shaders I should make sure are working okay or places I should look in C++ to make sure merging is clean
#5
01/24/2007 (6:39 pm)
I'm seeing crystal clear shadows,try some setting in Options for shadows...
#6
01/24/2007 (7:42 pm)
Yeh, I'm working thru some various things to try and find the cause.

It started in MS4, but that was when 4.1 came out, so things got a bit messy. We since started from MS4 fresh, remerged in things, and still had the no shadow issues (for DTS - such as player model).

I thought it might've been my Material loading changes, but removed those and had same issue, so I'm looking at a shader missing somewhere or something that is/was changed in c++ and we're not catching it, and its conflicting with something we changed.. not sure

Theres not alot of documentation about the inner workings when it comes to the flow of things with the lightingSystem and unfortunately haven't had the time to sit down and debug for extended periods
#7
01/24/2007 (7:57 pm)
Looks like I may have found my issue hah.. We have some code in so the player isn't rendered in first person view, but unfortunately, it was based off of pre-shadow functionality.

A few changes and I think I'm good to go :)