31
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
How well would Brick Physics affect shadows? Would fake killed bricks render a shadow as well?
its there going to be a 4th option to not have shadows on that bricks?
example:
ray casting
collision
rendering
shadows/shaders/light afective
I know, but i was curious of it's possible to make a semi-transparent brick cast a semi-transparent shadow
So I'm assuming shadows won't show if the brick has ray-casting off, correct?
So that equation is only if the shadows were coded to cast shadows from every light?
Got one for the current way it's coded?
Wait, I see it now.
So divide my framerate by 5, I'll get an average of 6FPS with shadows and shaders on?
Well can you at least make it so that a light doesn't bleed through bricks?
The feature would be great for people who wants to take nice DOF screenshots, though, it would be an easy way of griefing.
So. Is it possible for bricks to cast shadows from light sources? Or will all the shadows be from the sun?
Another question will custom bricks have custom shadows and to what extent of visibility do the shadows go,and about the brick texture will they be made transparent to completely make the shadow like effect on the studs?
I was just wondering if you were aware.
Also note the explosion sphere for the rocket launcher. The explosion also has glow properties.
I think he is asking if the light emitted by the projectile will make the shadow invisible.
Taken from the Weapon_Rocket_Launcher.csCode: [Select]hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
This should not make a projectile have a shadow. This is my point.
Kompressor, my originial question still remains unanswered. I asked if, since dts shapes make shadows, and some projectile dts shapes cast a glow, can the shadow be cancelled on that object?