Gamestudio Links
Zorro Links
Newest Posts
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AbrahamR), 717 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Terrain Shadows #8520
03/19/02 23:18
03/19/02 23:18

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



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

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



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 #8522
03/20/02 18:36
03/20/02 18:36
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
In order to cast shadows on terrain you would have to use level geometry to create your terrain instead of the A5 HMP file. The advantages of using level geometry are that they accept lighting and shadows and can me built as entities so that they can be removed when not seen, etc. Disadvantages are that they will generate a ton of portals (unless designed wisely), and have the level geometry texture limitations (you cannot have one large texture spread over several blocks). There are other advantages/disadvantages as well, but my mind is not working to well today:).

In any case, it is difficult to build good looking terrain by hand. I would recommend you find a decent terrain generator, such as Nem's Mega 3D Terrain Generator. It will generate terrains and can save them out as .map files which can be brought straight into WED.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Terrain Shadows #8523
03/20/02 22:01
03/20/02 22:01

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



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 #8524
03/20/02 22:21
03/20/02 22:21
Joined: Jan 2002
Posts: 744
Karlsruhe, Germany
xck3001 Offline
Developer
xck3001  Offline
Developer

Joined: Jan 2002
Posts: 744
Karlsruhe, Germany
@Dan: I didn't know this too, but I found out that hmp terrains are also affected by clip_range...

Re: Terrain Shadows #8525
03/21/02 07:58
03/21/02 07:58

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



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. [Smile]

Re: Terrain Shadows #8526
03/22/02 11:17
03/22/02 11:17

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



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

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



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 Offline
Senior Expert
Doug  Offline
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.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Terrain Shadows #8529
03/28/02 10:56
03/28/02 10:56

A
Anonymous OP
Unregistered
Anonymous OP
Unregistered
A



Doug: Oh, that "yet" is going to haunt you. [Wink]

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.

Page 1 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1