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FPSC Classic Models and Media / Making certian static entities not cast shadows?

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Person99
18
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Joined: 15th Dec 2005
Location: Good question
Posted: 10th Apr 2007 10:15 Edited at: 11th Apr 2007 06:35
How can I take shadow casting off of a static entity, like a lightbulb, whether it murders the collision or not?

EDIT: Fixed, thanks to... well, people.

According to filya, you just make the entity you want to not cast shadows a dynamic entity, then make it immobile, so you can't move it. (Otherwise the object will just drop, thanks to FPSC's physics )

The true process of evolution, from dumbest to smartest.
Single-cell organism, multi-celled organism, human, dog, rock, (1 septillion things), cat.
FredP
Retired Moderator
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Location: Indiana
Posted: 10th Apr 2007 11:07
Static entities become part of the level geometry so they will cast shadows unless you use no lightmapping will will make your game suck.

tyrano man
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Location: Battle City - Kalspher :)
Posted: 10th Apr 2007 11:23
I think you can add a line to its FPE which is something like "castshadow: 0". Its in the final ini file for the whole level; and i'm pretty sure you could put it in the FPE.

I may just be immagining this; but i'm sure iv'e heard it somewhere.


1 hour Kalspher Demo soon to be released for public BETA!
filya
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Joined: 23rd Aug 2006
Location: USA
Posted: 10th Apr 2007 20:27
you can make it dynamic, set it to immobile.
That way, you can use it as a bulb and no shadows

-- game dev is fun...but taking up too much time --
Person99
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Joined: 15th Dec 2005
Location: Good question
Posted: 11th Apr 2007 06:33
Ah, works! Thanks for your help guys.

Can't find the FPE code, but the immobile thing works... Can't believe I was that blind, dynamic entities don't cast shadows.

The true process of evolution, from dumbest to smartest.
Single-cell organism, multi-celled organism, human, dog, rock, (1 septillion things), cat.
Mr Makealotofsmoke
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Location: BillTown (Well Aust)
Posted: 11th Apr 2007 08:00
y dont you want shadows? DarkLights is such a great thing it would be a shame not to use it and we wanted it for so long


Mods, its 500x100, so you cant tell me its bigger than 600x120
filya
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Joined: 23rd Aug 2006
Location: USA
Posted: 11th Apr 2007 08:34
Quote: "y dont you want shadows?"


because when you put a light marker in front of a bulb entity, it cast a huge shadow on the wall behind it, which looks very artificial.

-- game dev is fun...but taking up too much time --
Person99
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Joined: 15th Dec 2005
Location: Good question
Posted: 11th Apr 2007 09:02
Yeah. If you have it not cast shadows, then you can make some really cool shadows with light base models, a non-shadow casting lightbulb model, and a light marker.

The true process of evolution, from dumbest to smartest.
Single-cell organism, multi-celled organism, human, dog, rock, (1 septillion things), cat.

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