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Messages - kompressor

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31
Hey this is a neat looking truck.


32
How well would Brick Physics affect shadows? Would fake killed bricks render a shadow as well?

Yes.

its there going to be a 4th option to not have shadows on that bricks?
example:
ray casting
collision
rendering
shadows/shaders/light afective

Probably not.

33
I know, but i was curious of it's possible to make a semi-transparent brick cast a semi-transparent shadow

Yes, it is possible. No, we will not support this in this update.

34
So I'm assuming shadows won't show if the brick has ray-casting off, correct?

Shadows are not raycasting. If bricks are visible and opaque they will cast shadows.

35
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?

You'll have to try it when it comes out.

36
Wait, I see it now.

So divide my framerate by 5, I'll get an average of 6FPS with shadows and shaders on?

No. That's only if you want every light to cast shadows.

37
Well can you at least make it so that a light doesn't bleed through bricks?

This is not a feature request thread.

The feature would be great for people who wants to take nice DOF screenshots, though, it would be an easy way of griefing.


This is not a feature request thread.

38
So. Is it possible for bricks to cast shadows from light sources? Or will all the shadows be from the sun?

We have to rerender the whole scene at least twice for every shadow casting light source. Imagine taking your framerate and dividing it by (4 + # of shadowcasting lights * 2). In other words, if you get 60fps right now, you would get 6 fps with just one or two shadowcasting lights.

So we are going to just do one directional light for now. Maybe eventually we will allow multiple lights to cast shadows.

39
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?

To generate shadows, bricks are rendered to the shadowmap. Shadows are shaped like the bricks.

40
Lord Tony is now off topic in this thread.

41
I was just wondering if you were aware.

Yes, probably a lot more than you, since I am running the code and you are thinking about it on a web forum. :)

I would categorize this as backseat coding.

42
Also note the explosion sphere for the rocket launcher.  The explosion also has glow properties.

As far as I can tell, you are assuming we will never run the game after turning on shadows, and then ship it with a bunch of bugs. :)

43
I think he is asking if the light emitted by the projectile will make the shadow invisible.

Why would projectile lights cast shadows? We've already said that only one light will cast shadows - the sun.

44
Taken from the Weapon_Rocket_Launcher.cs
Code: [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.

I have noted your point.

45
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?

I don't understand what you are asking. Are you asking, "will we make sure projectiles look good?" The answer is yes.

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