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Geek Culture / dynamic shadowing solution on the horizon, TGC?

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adr
21
Years of Service
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Joined: 21st May 2003
Location: Job Centre
Posted: 10th Mar 2005 00:52 Edited at: 10th Mar 2005 00:54
I seem to ask this once in a while, in the hope that I'll be given some morcel of hope Anyway, as per, is there any reasonable hope for dynamic shadowing other than the current, and rather questionable SET SHADOW SHADING ON. I realise that true multitexturing (access to a 2nd UV set?) could help us out here, but then there's still the problem of "grabbing" the mask for the shadow because we can't access the pre-sync'd image (as far as I know - please correct me if I'm wrong). Ideally, you'd hide every object other than the player, move the camera to the location of the sun, kill the lights, grab that image there, and then restore everything else. As it happens, I don't think this is possible.

This means that the next best solution is to have this fake rendering of a model somewhere off camera. I imagine that you'd have to redo the UVs every sync too, so that the shadow actually follows the player.

I can't help but notice FPSC doesn't have any dynamic shadows ... /that's just going from screenies by the way. If that's true, it's kinda slack don't you think? I would've thought specifically for this project Lee & Mike would've pulled out all the stops to implement such a commonplace feature in today's games. Don't get me wrong, by commonplace I don't mean simple.

Anyway - a mini rant if you will. My my my, whatever next from me?

book is death - wife is stupid
Fallout
22
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 10th Mar 2005 03:45
Yeah, shadows are quite fundamental to an emersive environment. One day we'll have them young jedi .... one day.

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