Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
Nigel
23
Years of Service
User Offline
Joined: 15th Apr 2003
Location:
Posted: 6th May 2003 22:48
Has anyone got any examples of matrix shadows using the "set matrix normal" function?
Just have to get the angle of each tile and set the normal depending on a set of xyz co-ords (light).
Havent found any examples anywhere...?
Firesea
23
Years of Service
User Offline
Joined: 7th Apr 2003
Location:
Posted: 7th May 2003 05:48
I didn't either - Not quite as simple as it sounds but here's a working example I use. I'm sure it can be more elegant.

Also, if anyone can help solve the final x and z of the matrix normal. I've tired normals for the last points of the matrix using the previous vertex - gives wrong normal.
Yarbles
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Toronto
Posted: 7th May 2003 06:27
Blivvy made a tutorial for this over on DBnet:

http://gamedevnetwork.com/article.php?aid=8

The Yellow Jester does not play but gently pulls the strings
And smiles as the puppets dance in the court of the Crimson King.
Muddleglum
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: New Zealand
Posted: 7th May 2003 07:43
For what it's worth ...
When making my own matrix 'shaper' i was using for normals a very simple 'formula' based on the tile vertex height difference but found it not really perfect since the degree of shade is shown around the vertex - not the surface itself as it does in real life.

SO, just as one can select an individual tile vertex for height, i added control of each selected vertex normal.
It means you can set the shadows to conform better to the shape of land .
And better still, you can make beautifully smooth cast shadows across the flat areas.
Or just soft streaks of shade to suggest uneveness.
I also found more dramatic to have the light coming from one side. It's a lot easier since you need only alter the normal along that axis .

Save the data as a small .txt file as one would for vertex heights.

cheers.

Login to post a reply

Server time is: 2026-07-11 12:03:12
Your offset time is: 2026-07-11 12:03:12