LarryG on 21/7/2017 at 03:09
ZB could be right about Renderer > Force Static Shadow: True and Object System > Immobile: True. Now that he says it, I think I may have remembered it wrongly. In any event, runtime object shadow had nothing to do with daylight shadows.
Cardia on 21/7/2017 at 06:59
Thank you LarryG and ZylonBane, i will try out those setting, so i see doors have a different setting for shadow.
LarryG on 21/7/2017 at 07:49
Doors, yeah, but it is not dynamic. Either the shadow is there, open and closed, or it is not there, open and closed. Opening or closing the door has no effect on the shadow. So it looks dumb no matter what.
Cardia on 21/7/2017 at 08:22
Quote Posted by LarryG
Doors, yeah, but it is not dynamic. Either the shadow is there, open and closed, or it is not there, open and closed. Opening or closing the door has no effect on the shadow. So it looks dumb no matter what.
Lol, you´re right, i guess its useless then...
Cardia on 21/7/2017 at 12:48
Ahhh: "For shadows on immobile objects, use Object System/Immobile:True" , its works well, thanks ZylonBane !
Cardia on 25/7/2017 at 21:52
Ok i found a way to prevent certain objects from disappearing, you select add» render»render order and then you select pre opaque 1 (first), i haven't try with all objects, but i did that to some and they don't disappear when to many objects on sight.
LarryG on 25/7/2017 at 22:23
When you mess with render order you are asking for trouble. Odds are you are just making others disappear and making things look wrong when you move your viewpoint. There is a hard limit on the number of objects which can be rendered in view. Period. The only way to deal with that successfully is to make less objects visible. You can do this by combining things in a 3d modeler so that what would have been 3 objects is now 1, say. Or just to block visibility intentionally so that fewer objects are expected to be seen. That's it.
This is an old technology engine. Learn to live with its limits.
Cardia on 26/7/2017 at 07:42
Quote Posted by LarryG
When you mess with render order you are asking for trouble. Odds are you are just making others disappear and making things look wrong when you move your viewpoint. There is a hard limit on the number of objects which can be rendered in view. Period. The only way to deal with that successfully is to make less objects visible. You can do this by combining things in a 3d modeler so that what would have been 3 objects is now 1, say. Or just to block visibility intentionally so that fewer objects are expected to be seen. That's it.
This is an old technology engine. Learn to live with its limits.
I know, that is why i only did the render order to a few objects, at least to the ones i think they shouldn't disappear.
PinkDot on 26/7/2017 at 07:58
If your objects are mostly decorative (meaning you don't interact with them), consider combining multiple objects into one (in a 3D app). This can be two or three trees or a few bushes/rocks. It could be also a tray with a few bottles on it, if you don't plan to make it frobbable, etc... It's a common technique to save so called 'draw calls' in game engines, and should be even more helpful in Dark Engine, due to the objects count limitation, which you have hit.
Cardia on 26/7/2017 at 08:02
I don't have much experience with 3d objects programs , but i´m trying to reduce things by using several methods, solid brushes, textures.
Do the objects that are not on sight affect as well?