Posted: Wed Jun 27, 2007 12:14 pm Post subject: shadow generation of object placements
Joined: 27 Jun 2007 Posts: 10
I almost forgot what I was going to ask.
If you look at something like battlecraft (BF1942 editor) and its big brother for BF2, you'll notice that one of the nice features is a shadow map generator that not only generates shadows for the terrain, but also allows the placed objects (buildings etc) to generate shadows cast onto the terrain also.
I just wondered if you could add a method of generating terrain shadow maps that also baked the static object shadows onto the map?
It turns out that the shadow map was easily representable with the existing layer system. Thus the shadow is represented as any other layer on the terrain, with a very small completely black texture which has a mask that indicates where is visible (where the shadow is visible). So its mask represents the inverse of a normal shadowmap (white where the shadow is full, black where is not visible). Inside the SDK you can have access to all the data (you can save the shadow map or even invert it before saving it).
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