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Newcomers DBPro Corner / advanced terrain & shadows

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Virtual Nomad
Moderator
18
Years of Service
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 1st Feb 2006 23:26 Edited at: 1st Feb 2006 23:30
i understand that advanced terrain was dropped during devlopment, but it so easily/quickly creates the type of terrain i want to use. the problem is that my other objects do not cast shadows on the terrain (and, the fact the terrain doesn't cast a real shadow on itself via set terrain light). so, am i missing something obvious that will allow for shadows on the terrain? the make object terrain command implies it's atleast a pseudo-object, but standard object commands don't seem to work with it.

i'm wanting atleast a 5000x5000 (ground-)terrain, which 'advanced terrain' does handily for my project by scaling a 500x500 heightmap times 10 on the X & Z axis, and making objects traverse it's surface is easy, too, but with no shadows, i'm ready to scrap it. i'm thinking i'm using a flawed system here, so what's the best route to take as an alternative? scaling a 500x500 x-file and using a collision routine to keep the player/monsters on top?

Athlon XP1800+, Windows XP+SP2, Soyo K7V Dragon+ MB, 1.5Gb 333 RAM, ATI Radeon 8700LT (128Mb)
Drivers and Updates Kept Current
Daemon
18
Years of Service
User Offline
Joined: 16th Dec 2005
Location: Everywhere
Posted: 4th Feb 2006 00:35
Have you tried



Insanity is just a state of mind
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 4th Feb 2006 05:38
yah, that's just affecting how the terrain 'looks'. it's usefull (but ugly/will require a lot of tweaking to render as semi-realistic shadowing in an ambient way) but doesn't allow for other objects to drop a shadow on the terrain (or a true shadow feel as it casts a shadow on itself).

thanks, tho.

Athlon XP1800+, Windows XP+SP2, Soyo K7V Dragon+ MB, 1.5Gb 333 RAM, ATI Radeon 8700LT (128Mb)
Drivers and Updates Kept Current

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