Please login or register.

Login with username, password and session length
Advanced search  

News:

Forum rules - please read before posting, it can save you a lot of time.

Author Topic: Shadow Questions *UPDATED*  (Read 2905 times)

0 Members and 1 Guest are viewing this topic.

Diaf

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 21
    • View Profile
Shadow Questions *UPDATED*
« on: June 08, 2009, 07:56:02 AM »

Just wondering, we have simple shadows off and it looks good. We just have a few queries.

I assume it works by using the actor model, how to a specify a low poly version just to generate the shadows?

The very top of the actor shadow seems to be cut off in a straight line, what could be causing this?

When an actor is near a wall his shadow seems to go 'into' the wall rather than up it like a real shadow would, I remember reading somewhere on how to do this but I can't find it.


OLD POST: Since the answer was so simple and fast I decided to convert this topic rather than start a new one. "In our game we have a scene with multiple exits, the scene itself is a tad wider than the screen resolution so it scrolls when the actors move from left to right which is OK. The only thing is the default alignment seems to be to the left of the screen. So when the actor is in the room to the right and walks back into the aforementioned scene the camera starts at the left and pans over to the right to focus on the actor standing in the right room doorway. Is there any way to set the default view to the right hand side of a wide screen so it doesn't do that?"
« Last Edit: June 08, 2009, 09:26:20 AM by Diaf »
Logged

Azrael

  • Regular poster
  • ***
  • Karma: 9
  • Offline Offline
  • Gender: Male
  • Posts: 155
    • View Profile
    • Mad Orange
Re: Screen Default Position
« Reply #1 on: June 08, 2009, 09:06:54 AM »

Quote
Scene.SkipTo(X, Y)
Scene.SkipTo(Object)
Sets the current scroll position to the given point / object.

Parameters
X: New X coordinate for scroll position
Y: New Y coordinate for scroll position
Object: An object (actor/entity) to be used as a new scroll position

This should be what you need ;)
Logged

Azrael

  • Regular poster
  • ***
  • Karma: 9
  • Offline Offline
  • Gender: Male
  • Posts: 155
    • View Profile
    • Mad Orange
Re: Shadow Questions *UPDATED*
« Reply #2 on: June 08, 2009, 12:16:19 PM »

For the shadow model simply add this line to the .act3d file:
Code: WME Script
  1. SHADOW_MODEL = "actors\trinity\trinity_low.x"

Are you using .geometry file? It's something like this:
Code: WME Script
  1. GEOMETRY
  2. {
  3.   NODE
  4.   {
  5.     NAME = "walk_*"
  6.     WALKPLANE = TRUE
  7.     RECEIVE_SHADOWS = TRUE
  8.   }
  9.  
  10.   NODE
  11.   {
  12.     NAME = "blk_*"
  13.     BLOCKED = TRUE
  14.     RECEIVE_SHADOWS = TRUE
  15.   }
  16.  
  17.   NODE
  18.   {
  19.     NAME = "wpt_*"
  20.     WAYPOINT = TRUE
  21.   }
  22.  
  23.   NODE
  24.   {
  25.     NAME = "shadow_*"
  26.     RECEIVE_SHADOWS = TRUE
  27.   }
  28. }

It should be named as the .3DS file.
Logged

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
Re: Shadow Questions *UPDATED*
« Reply #3 on: June 19, 2009, 07:36:33 AM »

Also remember only stencil shadows are properly mapped onto geometry. Flat shadows are... flat. So they're mostly suitable for simple small shadows where the light is positioned almost exactly above the character (think of them as nicer simple shadows with a proper shape).
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave
 

Page created in 0.068 seconds with 20 queries.