Polysoup and shadows...
by Tobias Niva · in Torque Game Engine Advanced · 03/10/2008 (9:12 am) · 1 replies
We've implemented the polysoup resource into our TGEA 1.0.3 and it's working fine.
As a graphics designer mainly working in 3DS Max I enjoy the ability to build structures in Max (since I'm not that good at Constructor).
Another plus is the ability to bake som GI/ambient occlusion into the models.
(Would really like another UV-channel in the DTS-format though, so one could have tiled textures and a lower res lightmap on top of that, in the extra channel...but that's another beef).
Now to the question;
When exporting DTS for polysoup it's recommened not to include any collision meshes since these can interfere with the polysoup collision.
But by this the DTS lose the ability to cast shadows, for example on the terrain, since these are calculated from the col-meshes as for now.
Tried to make a datablock and enable the cast shadow property for the model...but then notice that polysoup does not support Static Shape (the checkbox in the editor is gone...).
Am I totally wrong here..? Or is there a way to make a polysoup DTS cast shadows (to bake into the terrain lightmap) from the actual mesh?!
Touched the subject in this post for another topic...but thought this was an issue earning it's own post...
www.garagegames.com/mg/forums/result.thread.php?qt=72103
As a graphics designer mainly working in 3DS Max I enjoy the ability to build structures in Max (since I'm not that good at Constructor).
Another plus is the ability to bake som GI/ambient occlusion into the models.
(Would really like another UV-channel in the DTS-format though, so one could have tiled textures and a lower res lightmap on top of that, in the extra channel...but that's another beef).
Now to the question;
When exporting DTS for polysoup it's recommened not to include any collision meshes since these can interfere with the polysoup collision.
But by this the DTS lose the ability to cast shadows, for example on the terrain, since these are calculated from the col-meshes as for now.
Tried to make a datablock and enable the cast shadow property for the model...but then notice that polysoup does not support Static Shape (the checkbox in the editor is gone...).
Am I totally wrong here..? Or is there a way to make a polysoup DTS cast shadows (to bake into the terrain lightmap) from the actual mesh?!
Touched the subject in this post for another topic...but thought this was an issue earning it's own post...
www.garagegames.com/mg/forums/result.thread.php?qt=72103
About the author
Graphics Artist @ www.gimbalgames.se
Tobias Niva
Did some test in this post - if anyone is interested in some tests;
garagegames.com/mg/forums/result.thread.php?qt=74030#529834