Unna Oertdottir on 6/4/2016 at 15:26
From the NewDark modders notes
Quote:
New Prop: Renderer->"Force Static Shadow"
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When this property is set on objects that are NOT immobile (Object System->Immobile), they will cast shadows
on lightmaps anyway (when doing objcast lighting). This can be useful for example so symmetrical rotating
machinery can cast shadows.
That example with a "symmetrical rotating machinery", does it mean there's supposed to be a rotating shadow?
It doesn't look like that. It's a static shadow (well, "Force Static Shadow"). So I wonder why that example was specified.
ZylonBane on 6/4/2016 at 19:48
Because many symmetrical, axially rotating objects do in fact cast shadows that appear to be unchanging.
Unna Oertdottir on 6/4/2016 at 20:00
So there's no moving shadow in sight. Pity!
neux on 6/4/2016 at 21:14
Maybe it could be artificially done. I've seen moving textures before. Wonder how that would work out combined with lighting.
Unna Oertdottir on 6/4/2016 at 21:51
You mean like
tex_.gif
tex_1.gif
tex_2.gif
tex_3.gif
and so on.
I used this recently in a FM (on walls).
Yandros on 6/4/2016 at 23:59
I have moving shadows in Waterfront Racket, but it's smoke and mirrors; it's a single texture on a flat decal that rotates. But it looks pretty damn good.
Tannar on 7/4/2016 at 00:05
Yes, yes it does.
LarryG on 7/4/2016 at 00:35
Beware of high frame counts in texture animations. The current limit on file handles is 2048, and this gets chewed up rapidly with animated textures such as bitmaps, water/lava, and object textures. The more of these you have in your mission, the more you are at risk.
You may be allowed up to 100 frames per animation with NewDark, but it is really easy to crash and burn with a message like "Out of application data handles (2048)!!! (File RESDATA.C, Line 79)" if you over do animations.
My advice is don't animate unless you really need to, and when you do animate, keep the frame count in the loop as small as possible.
Remember, it's not just the animations you put in. Players are putting in enhanced textures themselves for things like water/lava. So while you may not get the crash because you haven't installed that, some of your players might because they did. And they will blame you until the crash gets analyzed and explained to them.
Remember, a superior animation which causes crashes is worse than a lesser quality animation which doesn't.
redface on 10/4/2016 at 08:33
It's possible to make a gradually appearing shadow, like when you put a smoothly dimming spotlight in front of an object and it casts a changing shadow. It shouldn't be that hard to make the shadow move.
Someone already posted videos with dynamic shadows, too bad he never shared how he did it.
ZylonBane on 10/4/2016 at 21:26
Quote Posted by redface
It's possible to make a gradually appearing shadow, like when you put a smoothly dimming spotlight in front of an object and it casts a changing shadow. It shouldn't be that hard to make the shadow move.
Dimming a spotlight is just changing the opacity of an existing lightmap. Moving a shadow involves calculating an
entirely new lightmap from scratch. That is several orders of magnitude more complex. So yes, it IS "that hard".