CopperCircle Posted May 12, 2013 Share Posted May 12, 2013 Hi, do the new shadow maps only work on CSG? the same as the lightmapping? I can't get them to work on my models, this is a shame as I have allot of pre-modeled pieces for a level and it would take ages to try and re-create it all in CSG. Quote Link to comment Share on other sites More sharing options...
Admin Posted May 12, 2013 Share Posted May 12, 2013 The projected shadow routine performs some real-time slicing operations to trim the area of the shadow geometry. CSG objects are optimized for this type of operation. If you were to do that on arbitrary polygon geometry it would run very slow. For this reason, it's useful to have a distinction between level geometry (CSG) and props placed throughout the level (polygons). Quote Link to comment Share on other sites More sharing options...
CopperCircle Posted May 12, 2013 Author Share Posted May 12, 2013 My level is a GTA style city and I have pre-built road/pavement models, it would take some time to re-build and texture in CSG, Is it possible to project the shadow onto a plane under the character that I could then align with my level geometry. Quote Link to comment Share on other sites More sharing options...
Admin Posted May 13, 2013 Share Posted May 13, 2013 We're planning to continue utilizing the unique properties of CSG to do things polygonal geometry can't do, like per-material physics properties, sounds, and other things. I recommend you start using it now. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted May 13, 2013 Share Posted May 13, 2013 I thaught it was real shadows on any level model, not only BSP. In that case , another point that say : "GO BSP". Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted May 13, 2013 Share Posted May 13, 2013 I think CSG can stay but I think we all thought it would be the same as any other model and we wouldn't have these differences. I hope CSG being equal with other models in how they behave is on the road map. Quote Link to comment Share on other sites More sharing options...
Admin Posted May 13, 2013 Share Posted May 13, 2013 If you set model->collapsedfrombrushes to true, this may work, but it's unofficial and not guaranteed to work forever. Quote Link to comment Share on other sites More sharing options...
3Dski7059 Posted May 24, 2013 Share Posted May 24, 2013 As simple as the configuration of dynamic shadows sounds, I haven't gotten them to work properly in the latest update (day before last, so had to be 5/22). In one instance, I set dynamic on a rotating CSG cylinder, which only displayed as a re-sizing square, not at all a representation of how it should really look. This was a project I had imported from the trial version.. Next, in a new project, I just placed a stationary CSG cylinder some distance above a CSG box for the ground and set the dynamic flag for that cylinder. In this case, I got no dynamic shadow at all. The shader folder and its contents were present, but I must be missing something somewhere if this feature should truly be working in a very simple scene. Also, I do see the dynamic shadow in Darkness Awaits, so I even tried copying those shaders over to my project. This didn't work on my simple cylinder-with-ground test. What might all the factors be, besides simply checking the dynamic shadows for the object? I have to admit that I don't know how to associate the different shader with any particular items, so any direction or info would be good... Thank! Quote Link to comment Share on other sites More sharing options...
YouGroove Posted May 24, 2013 Share Posted May 24, 2013 We could have some panel special for shaders , or even better a simple shader menu on model appearence tab panel. The list would just construct dynamically when you launch Leadwerks 3, by scanning folders and files in the shader directory for example. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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