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TGEA Tree shadow problem

by game4Rest · in Torque Game Engine · 12/31/2008 (1:39 am) · 2 replies

Hello Friends,

When I tried to plant trees in my mission using fxShapeReplicator, which is derived from SceneObject, I found they don't cast shadow at all.
I also tried StaticShape tree. As it is derived from ShapeBase, it did cast even dynamic shadows. But unfortunately the transparent part of the it, which is leaf billboard, didn't work properly. Instead showing only opaque part of those billboards, it showed only black squares of those.

Can anybody give me any hints to solve this problem, please?

#1
12/31/2008 (5:38 am)
Your trees will cast shadows based on the collision mesh. If you don't have a collision mesh, then use polysoup, and the tree's mesh will be used for the shadow.

For the leaves, you will need to implement your own solution, since current versions of TGEA do not support such shadows yet. Shadows are the weak spot of the engine, but I'm hoping this is going to be solved soon.
#2
12/31/2008 (6:26 am)
Hi Konrad,

Thanks for your reply.

What I need is any kind of advice to make that shadow possible. It seems like TGE shadow class is divided into ShadowBase, ShadowCaster, ShadowProjector in TGEA. But I don't have idea from where to start and how. Before I get lost in those Jungles, I'd like to hear some advice from the experienced.

Thanks in advance.