Cardia on 7/7/2016 at 13:04
Quote Posted by FrenchDecay
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
I tried that way, using invisible trees objects, and it didn't work.
Soultear, that light is from lamps right?
LarryG on 7/7/2016 at 13:50
Someplace around row 348 of your cam_ext.cfg you should have this:
Code:
; 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
Also, I think that there still is an issue with resized objects and sunlight shadows. I suggest that you try some objects that aren't resized and see what happens. Sunlight & shadows are working fine in my mission.
Cardia on 7/7/2016 at 15:08
Quote Posted by LarryG
Someplace around row 348 of your cam_ext.cfg you should have this:
Code:
; 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
Also, I think that there still is an issue with resized objects and sunlight shadows. I suggest that you try some objects that aren't resized and see what happens. Sunlight & shadows are working fine in my mission.
Yes that's how exactly how i have in my Cam_ext.cfg