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RE: Shadows in D3D Soop (3 replies, 0 views) (2000-Jun-26)
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I don't think IM has built in shadows :( RM does however but I believe they are pretty slow. I dunno if its possible to use the rm shadowlight object in IM.. I highly doubt it. Anyway you can do shadows other ways. One way is via lightmaps. These are basically alphablended black/white/greyscale textures that are blended into the scene using multitexture. This combined with some creative lighting creates a very good lighting effect. Quake3 uses it. For example if you wanted a shadow below a hovering spaceship you could just create a billboard below the object. The hard part is making that stick to the scene. I guess it would involve some math. Another way is to use vertex colouring.. I dunno how well this would work but you could find the verticies that you want shadows over them and colour them appropriately. Not very accurate tho. One way I heard of, although I'm not sure here. Is to use stencil buffers to project the shadow onto the scene.. I have no idea of the specifics but it has something to do with them.. either that or reflections.. which are kinda similar. Speaking of shadows.. does anyone know how the shadows where done in the motocross madness games.. They are AMAZING. Sorry I couldn't be of more help I'm a pretty crappy coder.


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motocross madness Carl (2 replies) (2000-Jun-26)
RE: motocross madness Jack Hoxley (0 replies) (2000-Jun-26)
RE: motocross madness tatsuo (0 replies) (2000-Jun-26)

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