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How to make TGA-Sprites (32 Bit-Alpha) cast Shadows? #384742
10/06/11 20:24
10/06/11 20:24
Joined: Aug 2005
Posts: 142
Pattensen - Germany
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REZ Offline OP
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REZ  Offline OP
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Joined: Aug 2005
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Pattensen - Germany
Hello,

is there a way to make TGA-Sprites (32 Bit-Alphalayer) to cast Shadows?
Did try several things... no success :-(
Do I need to use a special *.fx Effect for Shadows, or could I achiev it, through running a simple Action?
If You do know help ... please let me know :-)

Have a nice weekend,

C.U. R.E.Z.

Last edited by REZ; 10/07/11 08:53.

R.E.Z. Software Development (TM)
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: REZ] #384752
10/07/11 06:00
10/07/11 06:00
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İstanbul, Turkey
Quad Offline
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Built-in PSSM shadows does that


3333333333
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: Quad] #384758
10/07/11 08:52
10/07/11 08:52
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Pattensen - Germany
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REZ Offline OP
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REZ  Offline OP
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Hello

@ Quad: thank You for Your answer :-)
I will go for the PSSM shadows.
Need the shadows for inside Levels.


Have a nice day,

C.U. R.E.Z.

Last edited by REZ; 10/07/11 09:19.

R.E.Z. Software Development (TM)
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: REZ] #384760
10/07/11 09:13
10/07/11 09:13
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REZ Offline OP
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Hello,

now I did try the PSSM Shadows. Took the code for PSSM from the Help of A8.20, runs ok. No Errors.
But... all of my insidelevel is dark. Does not look ok. Seems to only use the Sun for the Shadow generation.

I think, I do have to look for Stencil-Shadows. These seem to look the way, I do want to have them look.

I do need Stencil-Shadows that are cast by (dynamic) Lights hitting TGAs in my indoor Level.
Does anyome has a hint for me? :-)

C.U. R.E.Z.



Last edited by REZ; 10/07/11 09:19.

R.E.Z. Software Development (TM)
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: REZ] #384761
10/07/11 09:31
10/07/11 09:31
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bart_the_13th Offline
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Texture projection?
Stencil won't even work on model with transparent texture, let alone TGA sprites.

Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: REZ] #384762
10/07/11 11:08
10/07/11 11:08
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HeelX Offline
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Originally Posted By: REZ
all of my insidelevel is dark. Does not look ok. Seems to only use the Sun for the Shadow generation.


Yes. PSSM shadows are only suited for outdoor levels. For indoor spotlights, adapting the softshadowmapping example in the samples\ folder might be sufficient. For point lights you have to make something on your own... there are enough papers and books about this available, like ShaderX 6, 7.

Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: HeelX] #384774
10/07/11 18:24
10/07/11 18:24
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REZ Offline OP
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Hello

@ bart_the_13th and HeelX: Thank You for Your help :-)
Have a nice Weekend.

C.U. R.E.Z. :-)

Last edited by REZ; 10/07/11 18:25.

R.E.Z. Software Development (TM)
Re: How to make TGA-Sprites (32 Bit-Alphalayer) cast Shadows? [Re: REZ] #384791
10/08/11 12:22
10/08/11 12:22
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REZ Offline OP
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Hello,

did take the LightShaftWithShadowMapping Demo from (AUM93) [based on Grafton's spotlight example for shadowmapping demo from aum71] for Texture Projection.
Works for the case, that there is only this one Spotlight.
But I do use several dynamic Lights in my Level.
So, gotta keep looking for a solution :-)

Best regards,

R.E.Z.


R.E.Z. Software Development (TM)

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