Yandros on 6/7/2016 at 22:01
I'm 99% sure that was fixed in NewDark.
Le MAlin 76 on 6/7/2016 at 23:28
In Renderer Parameters, did you chose your shadow type of your sunlight ?
If not do it, because in first dromed is in "Single Unshadowed".
Derspegn on 7/7/2016 at 03:38
Quote Posted by GORT
Enable it and re-light the mission. The object will now have a casting shadow.
Can this be achieved by simply choosing "Toggle Lighting" or must sunlight be calculated?
Yandros on 7/7/2016 at 04:23
Relighting the mission as he said includes recalculating sunlight.
Cardia on 7/7/2016 at 09:56
Quote Posted by Le MAlin 76
In Renderer Parameters, did you chose your shadow type of your sunlight ?
If not do it, because in first dromed is in "Single Unshadowed".
No, i had already set it to quad light + object cast light.
Cardia on 7/7/2016 at 09:57
Quote Posted by Yandros
I see, well in that case did you set Object System > Immobile to true and make sure there's a physics model on every single one of the component objects?
Yes i did that. i gave the right physic model values as well as immobile and runtime object shadow.
Le MAlin 76 on 7/7/2016 at 12:11
"Quad+Objcast Shadows"
and
'set_lighting_scale 2' the shadow will be better.
FrenchDecay on 7/7/2016 at 12:12
If you really don't find a correct way for DromEd to cast the object's shadow, maybe you can fiddle around with invisible, non-physical objects that will cast the shadow you want ? It might sound quirky but I'm sure you can work your way around it