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Author Topic: Shadow from 3DS light source?  (Read 4172 times)

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masterj

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Shadow from 3DS light source?
« on: April 05, 2009, 12:26:04 AM »

Is it possible to use light source from 3DS file to create dynamic shadow for 3d actor?  :)

At the moment I'm using this code inside of my actor .act3d file

SHADOW_IMAGE = "actors\Emily_Hill\shadow.png"
SHADOW_SIZE = 40.0
LIGHT_POSITION { -40, 150, 40 }
SIMPLE_SHADOW = FALSE
SHADOW_COLOR { 0, 0, 0, 128 }

But it looks unrealistic, because you go forward to light or to any side of light and shadow should change trajectory and lenght, but now it just stays fixed
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Birdline

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Re: Shadow from 3DS light source?
« Reply #1 on: April 06, 2009, 07:54:24 AM »

I think this is not possible.
In the 3ds file,
You define the objects that receive shadows,
and you can place your lights (8 max), but they are used only to light up your actor.
They are not used for the shadows.
So, you have only LIGHT_POSITION { -40, 150, 40 }

Spyros

masterj

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Re: Shadow from 3DS light source?
« Reply #2 on: April 06, 2009, 01:07:28 PM »

thank you :) I'm hoping to see some new dynamic shadow options in near future :)
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Akusa

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Re: Shadow from 3DS light source?
« Reply #3 on: April 06, 2009, 02:57:04 PM »

Is a real time shadow this much important to your game design?
There are games out even today with no real time shadow. Even the Source Engine misses real time shadows.

I dont use 3d in WME so im not sure if it works but maybe you can fake the lightning with zones and a script that changes the light position for the actor. For example you walk into zone A and at touch you change the shadow direction of the actor. Thats how Valve works arround this limitation in the Source Engine (Left 4 Dead)

So maybe it works the same here with "SetLightPosition(X, Y, Z)"
« Last Edit: April 06, 2009, 09:29:03 PM by Akusa »
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masterj

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Re: Shadow from 3DS light source?
« Reply #4 on: April 24, 2009, 06:04:03 PM »

Is a real time shadow this much important to your game design?
There are games out even today with no real time shadow. Even the Source Engine misses real time shadows.

I dont use 3d in WME so im not sure if it works but maybe you can fake the lightning with zones and a script that changes the light position for the actor. For example you walk into zone A and at touch you change the shadow direction of the actor. Thats how Valve works arround this limitation in the Source Engine (Left 4 Dead)

So maybe it works the same here with "SetLightPosition(X, Y, Z)"

Not a bad idea at all... :) instead of regions I might just go and put it in game_loop...  ::rock
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