Game Development Community

No shadows on DIF's?

by Andy Hawkins · in Torque Game Engine Advanced · 05/27/2007 (2:22 am) · 10 replies

I can't get shadows to show for this dif I've imported onto my Atlas terrain. Does it work in the latest version of TGEA? Or do I have to mod the code or something? Or are shadows for DIF's not working yet?

www.drewfx.com/Torque/NoShadows.JPG

#2
05/27/2007 (4:37 pm)
So is it official? No shadows on terrain from DIF's?

Is there going to be a fix soon?
#3
05/28/2007 (8:11 am)
... anyone? Or have I done something wrong?
#4
05/28/2007 (8:30 am)
At least on legacy terrains they work for sure, but you will need to relight the scene as the DIF shadows are static ones and need to be calculated. They are not dynamic.
#5
05/28/2007 (12:40 pm)
The legacy terrain receives static shadows from all shadow casting objects (terrain, interiors, TSStatics, ScopeAlwaysShapes).

Atlas currently uses the light map supplied during the import process, which does not contain shadows for in-game objects.
#6
05/28/2007 (3:55 pm)
And so the obvious question - when will TGEA support shadows from DIF's and Shapes on Atlas terrain?
#7
05/28/2007 (4:30 pm)
Hmmm I wonder if there's a way to get the dif's into L3DT to cast the shadows in the first place?
#8
05/28/2007 (10:05 pm)
That's no easy feat Andy. L3DT wasn't built to handle any of that stuff. I'm sure they'll fix those Atlas light problems soon.
#9
05/29/2007 (4:04 am)
Could I perhaps use the heightmap from L3DT in a legacy terrain? I heard there's a way to resize the legacy terrain. I know I would lose rez but at least my buildings would be in the same place. Can I make a legacy terrain 8k x 8k wide for example?
#10
05/29/2007 (9:38 am)
I was under the impression that legacy terrain can never be larger than 2k on a side. Yes, you can use an L3DT-generated height map to create your legacy terrain. You can even go and grab the texture files that L3DT used to make the texture and use them to "paint" your terrain.