Cardia on 5/7/2016 at 16:49
Can anyone tell me how to have objects that can have their own shadows when they are being illuminated? i noticed for example that the trees objects usually have shadows.
FrenchDecay on 5/7/2016 at 16:52
I'm not sure if this is what you're looking for, but if you use Renderer>RunTime Object Shadow it'll cast a shadow which I assume is defined by the dimensions of the object
GORT on 5/7/2016 at 16:58
In the properties of the object, go to Object System and Immobile . Enable it and re-light the mission. The object will now have a casting shadow. If you want the player to be able to hide in that shadow you'll need to go into the properties Renderer and Runtime Object Shadow. Enable that and the player can hide in that shadow (might need to re-light again).
Note: The shadow won't move for mobile objects.
Hope that helps. :)
Cardia on 5/7/2016 at 17:38
Thank you FrenchDecay and Gort, i will credit you both in the technical dromed assistance :thumb:
LarryG on 6/7/2016 at 14:14
Did you re-portalize and relight the mission?
Cardia on 6/7/2016 at 14:28
Yes i did
Yandros on 6/7/2016 at 14:48
I assume the light source there is sunlight. IIRC there was originally a bug in NewDark 1.19 which didn't calculate shadows from sunlight, but it was later fixed in 1.20. I assume you're using the latest NewDark, 1.24? There might also be some config variable you have to set to make it work, I'm not sure.
Cardia on 6/7/2016 at 14:50
Yes Russ i´m using the latest NewDark, the light comes from the Sun.
Yandros on 6/7/2016 at 15:10
And those objects have physics models I assume?