DTS to cast shadow?
by Tobias Niva · in Artist Corner · 04/21/2007 (9:59 pm) · 12 replies
Is it possible to make a DTS object to cast a shadow from the sun?
/Toby
/Toby
About the author
Graphics Artist @ www.gimbalgames.se
#2
I managed to get a shadow from an imported DTS...but it won't cast it on other objects - just the terrain.
04/24/2007 (1:40 pm)
Thanx for your reply.I managed to get a shadow from an imported DTS...but it won't cast it on other objects - just the terrain.
#3
04/24/2007 (3:16 pm)
Direct DTS-DTS shadowing is not supported by TGE or TLK. DTS shadows will only cast on the terrain and DIF objects.
#4
Hope you dont't think I'm a lazy guy who ask these quite simple questions...
The thing is these simple things are quite hard to understand/manage with the TGE imo...
Maybe 'cause I'm not that "technical", as a graphics artist. :-(
All these tests I+m doing right now is just to decide which engine to go with....
Does TGEA support DTS-DTS shadowing?! And does TGEA support more than 1 UV-channel? (with this I could quite easily lightmap in Max...with quite good results).
04/24/2007 (7:14 pm)
Thanx again Ross!Hope you dont't think I'm a lazy guy who ask these quite simple questions...
The thing is these simple things are quite hard to understand/manage with the TGE imo...
Maybe 'cause I'm not that "technical", as a graphics artist. :-(
All these tests I+m doing right now is just to decide which engine to go with....
Does TGEA support DTS-DTS shadowing?! And does TGEA support more than 1 UV-channel? (with this I could quite easily lightmap in Max...with quite good results).
#5
04/25/2007 (7:08 pm)
Yes, TGEA does have support for DTS-DTS shadowing. If that is something you need then go with TGEA.
#6
I'm still testing the engines to make my decision of which one to go with...but stumbled upon more questions along this;
I'm using the recently released (and free!) "level editor" Constructor to make my environments.
But there are a couple of years since I played with these kind of (BSP) editors...hence not to good at them.
One of my questions are: Is it possible to "separate" two areas in a level from each other, regarding the light and ambient?
I have a structure (*.dif from Constructor) imported as an Interior into the World Editor...and don't want the suns ambient to affect its insides... (Just like the starter.fps TOWER is pitch black inside, I want my "room" to just receive light from lights I add - not the sun)...
I tried to mark "portal" for an object in the Constructor...but this didn't seem to work since I'm limited to export "LEgacy DIF", to work with the demo-engines...
Is it possible to use portals for this "light" issue...and are there any differences between the TGE and TGEA in this matter?!
Searched and really tried to find an answer for this, but it seem to be TOO obvious for many around here, so I didn't get any real help...
04/30/2007 (4:29 pm)
Thanx again Ross!I'm still testing the engines to make my decision of which one to go with...but stumbled upon more questions along this;
I'm using the recently released (and free!) "level editor" Constructor to make my environments.
But there are a couple of years since I played with these kind of (BSP) editors...hence not to good at them.
One of my questions are: Is it possible to "separate" two areas in a level from each other, regarding the light and ambient?
I have a structure (*.dif from Constructor) imported as an Interior into the World Editor...and don't want the suns ambient to affect its insides... (Just like the starter.fps TOWER is pitch black inside, I want my "room" to just receive light from lights I add - not the sun)...
I tried to mark "portal" for an object in the Constructor...but this didn't seem to work since I'm limited to export "LEgacy DIF", to work with the demo-engines...
Is it possible to use portals for this "light" issue...and are there any differences between the TGE and TGEA in this matter?!
Searched and really tried to find an answer for this, but it seem to be TOO obvious for many around here, so I didn't get any real help...
#7
04/30/2007 (5:42 pm)
Portal is not support in legacy dif until the next release of constructor.
#8
Can't get it to work when I export with the Export>Torque Game Engine alternative...just won't load in the world editor.
Is this because of my demo engine? Is there any way to check this with the latest builds?!
05/01/2007 (12:14 pm)
Ok. But PORTAL is supported in Constructor as of now?!Can't get it to work when I export with the Export>Torque Game Engine alternative...just won't load in the world editor.
Is this because of my demo engine? Is there any way to check this with the latest builds?!
#9
05/02/2007 (9:35 am)
I have the same problem, actually it will error when I try to export that way.
#10
Personally im sick of busted Torque functions, functions that are considered standard for any 3D engine.
05/02/2007 (11:23 am)
What you could do is get a copy of an older map2dif and place that in the Constructor Folder, configure an export option for it, and it should work fine. BUT I have not had any luck at all with portals, only one version of map2dif allowed for complex portal's (many of them in a 3 story building), but that map2dif could not handle the geometry.Personally im sick of busted Torque functions, functions that are considered standard for any 3D engine.
#11
You should be able to export zone/portal info using the map2dif that comes with Torque - we use map2dif (not map2dif+) in-house and have had good luck with it.
05/02/2007 (8:09 pm)
Constructor doesn't export zone/portal information yet, so Export to DIF (including the legacy versions) will ignore portal brushes.You should be able to export zone/portal info using the map2dif that comes with Torque - we use map2dif (not map2dif+) in-house and have had good luck with it.
#12
i test at the moment the tgea_demo. Now, have build any dts static shapes and put them on the terrain of the demo, but they cast no shadows on the lightmap how dif's.
What is wrong?
Many Thanks and Best Regards
Alex
05/06/2007 (9:16 am)
Hi,i test at the moment the tgea_demo. Now, have build any dts static shapes and put them on the terrain of the demo, but they cast no shadows on the lightmap how dif's.
What is wrong?
Many Thanks and Best Regards
Alex
Torque Owner Ross Kabus