trying to resize a safe object. - by Cardia
Psych0sis on 21/2/2019 at 04:46
also make sure to change the dimensions so the hitbox matches the new size ;p
Cardia on 21/2/2019 at 08:19
Quote Posted by Psych0sis
also make sure to change the dimensions so the hitbox matches the new size ;p
that i already know for years, it was Sensut who taught me that , and that's also what allows you to have a shadow that corresponds the object dimensions, anyway thank you.
ZylonBane on 23/2/2019 at 04:22
Quote Posted by Cardia
that i already know for years, it was Sensut who taught me that , and that's also what allows you to have a shadow that corresponds the object dimensions,
No, it is not. Physics dimensions have nothing to do the size of the shadow an object casts.
Cardia on 23/2/2019 at 07:21
Quote Posted by ZylonBane
No, it is not. Physics dimensions have nothing to do the size of the shadow an object casts.
Yes i know, you need to add the option of run-time shadow object or force static shadow(i use this one), unless the object itself like a statue or a tree for example has already that option activated.
ZylonBane on 23/2/2019 at 15:39
Wrong and wrong again. Runtime Object Shadows allows moving objects to affect your light gem; it has nothing to do with shadow generation. Force Static Shadow forces a mobile object, like a door, to cast a shadow; it has nothing to do with scaled objects.
Cardia on 23/2/2019 at 20:38
Quote Posted by ZylonBane
Wrong and wrong again. Runtime Object Shadows allows moving objects to affect your light gem; it has nothing to do with shadow generation. Force Static Shadow forces a mobile object, like a door, to cast a shadow; it has nothing to do with scaled objects.
Then how can you explain that i have a shadow for an object when i activated these options?
ZylonBane on 24/2/2019 at 00:27
Because they would have a shadow even if you DIDN'T add those properties.
You do remember that we're specifically talking about resized objects, right?
john9818a on 24/2/2019 at 01:07
Objects with the Immobile parameter added cast shadows. The safe should have it already. :)
Cardia on 24/2/2019 at 09:06
yes we're talking about resized objects which can lead to other things related, and i´m telling you if you change the physical dimensions in the object properties its shadow will be adjusted to its values.
Not all objetcs have shadows, i need to set sometimes those options i mention above to provide a shadow, unless there's another option more correct to provided a shadow, nevertheless with the other options i can already provide an adequate shadow to the object in matter, and that's a fact.
ZylonBane on 24/2/2019 at 17:24
Quote Posted by Cardia
i´m telling you if you change the physical dimensions in the object properties its shadow will be adjusted to its values.
No, it won't. Only changing the model size changes the size of the shadow. An object doesn't even need physics to cast a shadow.
Every non-moving object should have Object System/Immobile: TRUE set in the gamesys (or placed under a hierarchy branch where it's already set). This automatically enables shadow casting on the object. Force Static Shadow is only supposed to be used on moving objects. If you're using that on everything, you're doing it wrong. Setting Runtime Object Shadows is especially wrong to set on every shadow-casting object, because it has a performance impact.