|
1 registered members (AbrahamR),
717
guests, and 4
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Terrain Shadows
#8520
03/19/02 23:18
03/19/02 23:18
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
1) How can I make a terrain cast shadows over itself in real-time? 2) How can I make brushes and entities cast shadows over a terrain, also in real-time?
|
|
|
Re: Terrain Shadows
#8521
03/20/02 18:13
03/20/02 18:13
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
as far as i am aware it is not possible to cast shadows on terrain. Therefore the only way you make the terrain appear shadowed is to draw the shadows directly onto the skin image of your terrain. Chris
|
|
|
Re: Terrain Shadows
#8523
03/20/02 22:01
03/20/02 22:01
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
Noxerus, you can easily create a static shadowed terrain texture, as Cheets said. I did it this way: - Import the terrain's highmap image into WILBUR (it's free!). - With WILBUR create terrain shadows by setting sun angle and azimuth. - Export shadow image. - With any paint program (I use Photopaint) cover the terrain texture with the shadow image. - Later, in WED set the sun's angle and azimuth using the same angles as in WILBUR. Adrian
|
|
|
Re: Terrain Shadows
#8525
03/21/02 07:58
03/21/02 07:58
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
Adrian, thnx for the advice, never heard of that prog before but it seems very useful, but that's only great if the time of day doesn't change in my level. I asked in my question about real-time terrain shadows, i.e the sun's position is affected by the time of day. I think I'll ask Conitec to implement real-time terrain shadows for the next ver. Please.
|
|
|
Re: Terrain Shadows
#8526
03/22/02 11:17
03/22/02 11:17
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
Noxerus; i can only think of one way to cast shadows of terrain on terrain in real time; u have to make a sprite that corresponds to shape of the shadowing object (not the sprite itself but the visible part of it.) Then write an action that stretches,shrinks, rotates and maybe moves it according to the shadowing lightsource.Let this work in conjunction with the gourad shading and sunlight and you might be able to get some nice results.
|
|
|
Re: Terrain Shadows
#8527
03/25/02 08:13
03/25/02 08:13
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
The first screenshot on the left of the main 3DGS page - it displays the guard model standing on a terrain (which looks far too smooth not to be a height-map entity) and casting a shadow over it. Whoever made that screenshot can comment?
|
|
|
Re: Terrain Shadows
#8528
03/26/02 05:36
03/26/02 05:36
|
Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
Senior Expert
|
Senior Expert
Joined: Jul 2000
Posts: 8,973
Bay Area
|
quote: Originally posted by Noxerus: The first screenshot on the left of the main 3DGS page - it displays the guard model standing on a terrain (which looks far too smooth not to be a height-map entity) and casting a shadow over it...
In that picture the dynamic shadow from the model entity is being displayed over the terrain (because the shadow is basically an entity itself). What the rest of the people here are talking about are the shadows generated during map compile time, which can't be done (yet) with terrain.
|
|
|
Re: Terrain Shadows
#8529
03/28/02 10:56
03/28/02 10:56
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
Doug: Oh, that "yet" is going to haunt you. Noxerus: what doug is describing is the technique i was talking about. Think of "drop_shadow" but with a displacement routine of the entities shadow accorrding to the sun for example.
|
|
|
|
|
|