Dynamic Shadows
by Harvey Greensall · in Torque Game Engine Advanced · 02/20/2007 (3:03 pm) · 3 replies
Hi All.
We've ported our game from TGE to TGEA.
In TGE we somehow disabled the players shadow ( we wanted to ) but all DTS models were projecting dynamic shadows okay onto the terrrain.
In TGEA none of our DTS's cast shadows. I also want to turn the player shadow back on too. We have no dynamic shadows at all. I've checked pref.cs and they're set to 1 and not 0. Any ideas?
Any console commands you can think of to switch on all dynamic shadows?
Cheers
H.
We've ported our game from TGE to TGEA.
In TGE we somehow disabled the players shadow ( we wanted to ) but all DTS models were projecting dynamic shadows okay onto the terrrain.
In TGEA none of our DTS's cast shadows. I also want to turn the player shadow back on too. We have no dynamic shadows at all. I've checked pref.cs and they're set to 1 and not 0. Any ideas?
Any console commands you can think of to switch on all dynamic shadows?
Cheers
H.
#2
Marc, what type of problems are you running into? Dynamic shadows from DTS objects should work on atlas2, if not it's a bug I'd like to fix.
02/21/2007 (5:48 am)
Check out the TDN article; Torque Lighting System: Dynamic Shadows, it covers how to enable dynamic shadows from ShapeBase derived DTS objects (TSStatics cast static shadows).Marc, what type of problems are you running into? Dynamic shadows from DTS objects should work on atlas2, if not it's a bug I'd like to fix.
#3
I had some scripts that were not updated when I changed part of the project and moved from legacy to atlas2, now it works fine.
sorry for disturbing.
02/21/2007 (8:01 am)
I think I found the problem.I had some scripts that were not updated when I changed part of the project and moved from legacy to atlas2, now it works fine.
sorry for disturbing.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
The projection to ground should work always (unless it is a Atlas2 terrain, shadowing them seems to have problems at the moment or they are not intend to be dynamically showed at all), for selfshadowing, the shadow quality must be mid or high.