Giles[S] Shadow Map.
Community Forums/Developer Stations/Giles[S] Shadow Map.
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Hello, I created a platform with light shadows created in Gile [s], however the model exported from Giles [s] b3d format in real-time is impossible to assign another texture to the shadows cast by Fastlibs. Any suggestions.? |
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Doesn't multi-texturing allow for 4 textures, of which one can be the Fastlib shadow? I have a multi-textured blitz terrain with: 1)a large general landscape texture. 2)a detail texture for close up. 3)a lightmap also used for temporary and permanent shadows(like scorched earth after a grenade exploded or gunshots) And I used Fastlibs for character or prop shadows to it without any problems. Was organized in like in this code snippet: I suppose this should also apply for other objects than terrains, such the rocks you are using. However if you go over the 4 textures limit it might get tricky in DX7. |
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Like Rick said it is possible and in fact I have tested this before while I'm checking out Fastext on my lightmapped models Screenshot: ![]() Lightmap created in gile[s] :-) |
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Ok friends have managed to find the problem. The character casts no shadow dynamics. ![]() This is to take over the land with this code. Plataformax1% = LoadAnimMesh("Data/Modelos/Plataforma1.b3d") PositionEntity Plataformax1%, 0, -65, 0 EntityTexture plataformax1%,traSombra1,0,2 ; Shadows Fastlibs. Where the idea was to encourage the bushes that are on the platform, but Giles does not support light maps into animated models. ![]() In this case if it works because if you use load a mesh animations. Plataformax1% = LoadMesh("Data/Modelos/Plataforma1.b3d") PositionEntity Plataformax1%, 0, -65, 0 EntityTexture plataformax1%,traSombra1,0,2 ; shadows fastlibs. |
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but Giles does not support light maps into animated models. Apart from giles being a tool that only generates static shadows that is really not possible. Advanced shaders can blend or mask dynamic shadows and lightmaps if done right. Technically, it's not a giles[s] only issue but lightmapping is only half of the process. With Blitzmax's OpenB3d or Ploppy's Hardwired built that supports DX9/DX11 shaders I'm sure it is possible. :-) |