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| Higher quality shadows in tutorial? |
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| Altiris:
--- Quote from: Flubbman on November 01, 2012, 09:57:10 AM ---that would be very inconvenient and would probably cause a crapload of öag it's not that big of a problem anyway, it looks really great on larger builds --- End quote --- Well if someone has a really powerful card there shouldn't be a problem. There should be a couple more settings. |
| ._maxwell23461_.:
--- Quote from: Flubbman on November 01, 2012, 09:57:10 AM ---öag --- End quote --- oh snap we don't want öag |
| Flubbman:
--- Quote from: Masterlegodude on November 01, 2012, 10:14:41 AM ---Oh god what --- End quote --- --- Quote from: ._maxwell23461_. on November 01, 2012, 10:32:53 AM ---oh snap we don't want öag --- End quote --- Typing on smartphones isn't really my thing. |
| Badspot:
In the future, do not post ambiguous topics. I have edited your topic title for you this time. Shadowing involves projecting a texture onto the scene. The texture has to cover the whole scene. If the scene is smaller, then the texture isn't going to be stretched as far and there will be more pixels per world unit. So smaller view distance = better shadows. --- Quote from: Spastic on November 01, 2012, 09:23:39 AM ---Why was it made like this? And also, I think there should be an option to keep it high quality even when the distance is far. Thoughts? --- End quote --- This is like asking for an option to make 2 + 2 = 5. The only way to do this using the current shadowing method would be to make the shadows not go all the way to the horizon or make them look super crappy in the distance. There are other shadow projection methods that might get more use out of the texture but that is kompressor's territory. |
| ._maxwell23461_.:
--- Quote from: Flubbman on November 01, 2012, 11:05:04 AM ---Typing on smartphones isn't really my thing. --- End quote --- well it should be |
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