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FPSC Classic Product Chat / Entity Shadows

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Jrock
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Posted: 21st Feb 2007 23:46
Maybe this question has been asked before... anyway,

I was looking at the shadows that the AI casts and I was curious whether it is a plain or an actual shadow. I ask this because if it were a plain, could the texture be changed? This would make the shadows more realistic in my opinion.

Practice makes perfect. But if nobody is perfect, why practice?
Me Self
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Posted: 21st Feb 2007 23:56
If you install 1.4 it should create an enity shadow ..

Fletch the best .
Jrock
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Posted: 22nd Feb 2007 00:02
I'm talking about a shadow cast from an AI entity, however. I know that 1.4 uses Dark Lights. This, however, only casts shadows on static entities, not actual AI units.

Practice makes perfect. But if nobody is perfect, why practice?
RedneckRambo
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Posted: 22nd Feb 2007 00:40
I don't want to change your thread. But I love your quote.

And I have no idea about the whole shadow thing.

Bloodeath 6 6 6
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Posted: 22nd Feb 2007 01:12
ive wondered why dynamic entities dont cast shadows, it makes me mad lol

You'll Know When You See It.

Death has no end
Jrock
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Posted: 22nd Feb 2007 01:56
Quote: "But I love your quote. "

Thank you! (Although it's not actually my quote, I heard it somewhere a while ago )

Quote: "ive wondered why dynamic entities dont cast shadows"

Actually, dynamic entities can cast shadows. Just modify the correct variable in the FPI folder. This does not set set shadow casting on AI characters, however. If you look at the "blob" shadow casted by the AI, it almost looks like a textured plain.

Practice makes perfect. But if nobody is perfect, why practice?
filya
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Posted: 22nd Feb 2007 02:21
If dynamic entities created shadows, and if that entity was destroyed/moved etc, the shadow would still remain since the light mapping is done during build time. Would you like that?

If not done during build time, it would have to be done during run-time. Your already 25 fps game would become a slideshow presentation with 1 slide a second. Would you like that?

-- game dev is fun...but taking up too much time --
Jrock
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Posted: 22nd Feb 2007 02:31
Quote: "If dynamic entities created shadows, and if that entity was destroyed/moved etc, the shadow would still remain since the light mapping is done during build time. Would you like that?
"


Editing the main file would allow dynamic entities to cast real-time shadows.

Quote: "If not done during build time, it would have to be done during run-time. Your already 25 fps game would become a slideshow presentation with 1 slide a second. Would you like that?"


Actually, on a decent computer dynamic shadows work pretty, erm, decent. But they do cast over static entities.

Back to my original question, I'm talking about AI shadows.
Screenie attached.

Now, I'm trying to determine whether that shadow is actually a plain textured with a circle.

Practice makes perfect. But if nobody is perfect, why practice?

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filya
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Posted: 22nd Feb 2007 04:32
Character shadows all are the same. Make a human figure, make a snake, make a spider or even an octopus...the shadow remains the same.

I guess it's just hard coded in the engine.

-- game dev is fun...but taking up too much time --
Slayer Simon
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Posted: 22nd Feb 2007 05:26
Actually, I beleive it's a sort of decal placed under the character's feet.
Jrock
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Posted: 23rd Feb 2007 01:20
Quote: "Actually, I beleive it's a sort of decal placed under the character's feet."


Exactly what I'm talking about. If it is a decal, could the texture be changed? You could then implement a more realistic-looking shadow.

Practice makes perfect. But if nobody is perfect, why practice?
Slayer Simon
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Posted: 23rd Feb 2007 02:39
I don't see why it couldn't, IF you could find the file (if there even is a file)(try gamecore). A probable scenario is that it is somehow built into the character properties, game engine, or maybe the lightmapper (Does it show a shadow with no lightmapping? I can't remember) I'll take a look tonight.
Jrock
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Posted: 23rd Feb 2007 02:56 Edited at: 23rd Feb 2007 03:01
Found it It's called "blob". I'll try a new texture and see what happens.

Edit:
Yup, it worked! Here's a screenshot.

Practice makes perfect. But if nobody is perfect, why practice?

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Jrock
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Posted: 23rd Feb 2007 03:09 Edited at: 23rd Feb 2007 03:10
(Sorry to double post)
And here's a second...

What is cool is the fact that I can re-texture the blob to make it lighter or darker, depending on the style of the game. I think that with the right texture, you could make some very nice shadows.

Practice makes perfect. But if nobody is perfect, why practice?

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filya
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Posted: 23rd Feb 2007 03:35
nice work Jrock!! I take back what I said. Nice find there...I am sure a lot of people don't know about this!!

Only one thing though...are there different textures for different characters? Or does the same shadow apply to every character?

-- game dev is fun...but taking up too much time --
Jrock
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Posted: 23rd Feb 2007 04:24 Edited at: 23rd Feb 2007 04:25
Quote: "nice work Jrock!! I take back what I said. Nice find there...I am sure a lot of people don't know about this!!
"


Thanks filya.

Same shadow applies to every character, I'm not sure you can change per character, but I might be wrong.

I'll do some more research on this tommorow.

EDIT: Forgot to thank you Slayer Simon, thanks for the idea of it being in the Game Core folder!

Practice makes perfect. But if nobody is perfect, why practice?

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