Search found 13 matches

by LagAlot
Mon Mar 22, 2004 10:44 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

You have to know that the lights don't cast shadows, the objects cast shadows I think this is were the problem lies..I guess DynamicLight1.CastShadows is if the light ITSELF has a shadow..that would make since because when it gets translated to D3DLIGHT9 there is no option for shadows..I think i'll...
by LagAlot
Mon Mar 22, 2004 10:31 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

PadrinatoR wrote: DynamicLight1.CastShadows = false; //<=== NO SHADOWS
have you verified this works..becausde that was what i originally did..there were in fact no shadows..but the light did not emit any light either...

i'll dig some more when i get home tonite..
by LagAlot
Mon Mar 22, 2004 7:06 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

let me explain what i'm trying to do..I want a dynamic light that does NOT cast shadows..but there will be others that will so just setting the flag on the model will not work.. after digging a little through the source i found the following.. in slight.h we have: struct SLight { SLight() : AmbientC...
by LagAlot
Sun Mar 21, 2004 11:17 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

ok i changed CLightSceneNode to accept a flag to cast shadows or not. but when i set it to false --no shadow..but no light as well.... :)
by LagAlot
Sun Mar 21, 2004 10:50 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

the specialfx demo simply calls
addLightSceneNode
by LagAlot
Sun Mar 21, 2004 8:58 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

i'm digging through the source now.. can i just overload the addLightSceneNode function and CLightSceneNode to allow for shadows on/off??
by LagAlot
Sun Mar 21, 2004 8:12 pm
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

yah i checked that and still no dice.. the only way i can get lights in is to use: levelNode = smgr->addLightSceneNode(0, irr::core::vector3df(100,0,0), irr::video::SColorf(0.0f, 0.0f, 0.0f, 0.0f), 100.0f); Yet I have no control over stuff lick cast shodows or not..thats why i was looking at addDyna...
by LagAlot
Sun Mar 21, 2004 1:21 am
Forum: Beginners Help
Topic: addDynamicLight
Replies: 12
Views: 999

addDynamicLight

i have: rr::video::SLight DynamicLight1; DynamicLight1.DiffuseColor = irr::video::SColorf(254.0f, 254.0f, 254.0f); DynamicLight1.Radius= 200.0f; DynamicLight1.CastShadows = true; DynamicLight1.Position = irr::core::vector3df(0,0,10); then i call driver->addDynamicLight(DynamicLight1); yet i see no l...
by LagAlot
Sat Mar 20, 2004 5:55 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: 3rd Person Camera
Replies: 106
Views: 79009

my bad i rescaled my model in milkshape and everything is in the right place now.. :)
by LagAlot
Sat Mar 20, 2004 7:03 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: 3rd Person Camera
Replies: 106
Views: 79009

ok this werks kewl however when i add the stencil shadows i notice i hover off the floor..I put the faerie in there and it did not hover..so i'm assuming i need to send some kinda ofset to my bounding box (for collision) because it would apear that that is what determins your Z..(in relation to the ...
by LagAlot
Thu Mar 18, 2004 8:18 pm
Forum: Beginners Help
Topic: mip mapping /lod - moved to the correct forum :)
Replies: 3
Views: 695

hmm i dug through the code and that line was already there..maybe i do not know what i'm talking about so here is a picImage I'd like it all to look sharp like the right corner...
by LagAlot
Thu Mar 18, 2004 4:16 pm
Forum: Open Discussion and Dev Announcements
Topic: Various 3D Engines
Replies: 18
Views: 2981

my biggest complaints with torque is this: you HAVE to relight the scene (takes about 3 sec) to change shadows cast by BSP on the terrain. And little things like:they hardcoded the sun vector ..an easy fix mind you but whats up with that?! Shadows cast from entities with transpearancy (ie trees) kil...
by LagAlot
Thu Mar 18, 2004 3:26 pm
Forum: Beginners Help
Topic: mip mapping /lod - moved to the correct forum :)
Replies: 3
Views: 695

mip mapping /lod - moved to the correct forum :)

OMG.. I should have sent you guys the $100 i just blew on torque. .Anyway..The engine seems VERY kewl.. I only have one question..where would i go to turn off LOD or mip mapping on bsp textures.. on the bsp renderer, I noticed the textures on the walls are a bit fuzzy then come in clear as i get clo...