Unna Oertdottir on 20/7/2017 at 16:17
Quote Posted by ZylonBane
What I'm pointing out is the fact that the Model LOD property
doesn't do anything unless you provide it with alternate model names.
I didn't know this.
Renault on 20/7/2017 at 16:58
And Pedro...it's unrealistic to think that a magic fix will come from some future New Dark update. We may never see one again. You should instead work on fixes that work now, as others have recommended in this thread.
Cardia on 20/7/2017 at 16:59
Another question, is this line already included in any cfg files? : sun_runtime_obj_shadows 0
Unna Oertdottir on 20/7/2017 at 17:16
cam_ext.cfg
Quote:
; enable sun light to be affected by objects that have runtime object shadowing, in the same way that they affect
; regular light sources
sun_runtime_obj_shadows
Cardia on 20/7/2017 at 17:34
Thank you Unna, because i set some objects to have "Run time object shadow" and i set in the rendering parameters "Quad + object shadows" and yet it doesn't work . Great and i still need to add the Streetlamps, electric cables, antennas...and few more things... i think i got to much ambitious in this second map , ill be very lucky if all objects can be render at the same time in most areas. no to mention the performance in some areas that is lower, i guess i´ll have to decrease the resolution of some terrain and objects textures resolutions, specially the ones i have with 1024x1024.
Cardia on 20/7/2017 at 17:53
Ohhh i forgot, the performance in game mode in dromed is slower than in game mode through the thief 2 run game.
Unna Oertdottir on 20/7/2017 at 18:07
Edit the objects. Renderer-->Runtime Object Shadow
Cardia on 20/7/2017 at 19:48
Quote Posted by Unna Oertdottir
Edit the objects. Renderer-->Runtime Object Shadow
Yes Unna, that's what i did a long time ago, and i´m tell you it doesn't work, even with quick optimizing, full mission process, build_dlg, whatever i do i can't have a shadow in these objects when they are illuminated by the sunlight, moreover having a warm color temperature of the sunlight, the objects seems to be illuminated by a cold temperature light, while the terrain solid brushes appear with the proper warm temperature color from the sunlight.
LarryG on 20/7/2017 at 23:38
Runtime object shadow is for things that move; in other words, it is for AIs only. And it looks horrible on them. It has nothing to do with sunlight, which doesn't change over time, but is fixed for the mission. The key to understanding this is the keyword "runtime." If it doesn't move, it doesn't need to be calculated at runtime and can be baked in.
For shadows on immobile objects out in the sunlight, use Renderer > Force Static Shadow: True and Renderer > Shadow: 1. For immobile objects whose shadow you want to hide Garrett, use Object System > Immobile: True. Otherwise the shadows will just be for show.
ZylonBane on 21/7/2017 at 01:57
Uh, guys, again... Runtime Object Shadow controls whether movable objects can block light sources. This affects the illumination of objects and the player's light gem.
The property that displays the broken blob shadow under objects is just Renderer/Shadow.
For shadows on immobile objects, use Object System/Immobile:True.
Renderer/Force Static Shadow is for forcing doors to cast shadows as if they're closed during lightmap generation.