yes, there are some possibilities, I also made a version for it, checking hit texture type and dealing with multiple hits, it is a bit slower, and I simply used the faster for testing. but it requires large texture size like 4096x4096 (depending on terrain size) to look well with a standard resolution pssm. pssm looks nice if has a resolution of 2048 and 4 views, it works fine if there are only a few moving characters (max 50), but in case of e.g. 120 on screen characters like in the video, c_animate results in fps drop what I have to compensate somehow.

another way to apply decals as I did before, I can make acceptable quality from tree model preview images, but it requires setting angles according to Sun direction finally used in the level (it would be more easier if x and y decal size could be set separately).

so I don't know what shadow system mixture I'm going to use to ensure optiosn for lower system requirements too... grin


Free world editor for 3D Gamestudio: MapBuilder Editor