C_Mireneye
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Disciple
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Reged: 04/16/03
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Posts: 1427
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Loc: SWE
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I was thinking about how to add in shadows from objects and so fourth. mostly for a forest im building. Anyways, i wanted shadows similar to those of the player or an Npc. So I added an tree as a Bodypart, made an new race called "tree" and added the bodypart to an npc and placed into the world. Whilist i couldnt se if it emitted shadows on the ground, i believe it was casting shadows to an nearby object. Ill keep on experimenting with this, untill I know better. I was just going to tell me about my experiment. Now I need to know how to completely disable dialouge from an npc, and disable all movement, so that the trees wil stand still.
Happy modding.
-------------------- It is my dream, my world. ~ Psychic
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Mode_Locrian
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Diviner
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Reged: 10/07/02
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Posts: 2084
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Loc: Bjornholm, Rykith Lowlands Region
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Hmmm... sounds interesting, but I suspect that the tree would cast a 'body part shadow' and not a tree shadow.
Here's hoping you prove me wrong, though, because this could be cool.
-------------------- My Website
Bards of Vvardenfell Thread (New Info 8/15/04)
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damn mir how you find new things in CS after 2 years of modding by 10000 geeks ? lolz..find me a easy way to make tunnels in terrain
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Mehrunes_Dagon
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Adept
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Reged: 09/01/03
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Posts: 310
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Loc: Actually, finally on Nirn again. I forgot what it looked like from your perspective. Hahahaha.
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Of course this also brings on the problem of being able to kill the tree. Which could prove problematic.
You do realize that under terrain editing you can create a darker area under the tree. I know it is only creating the illusion of a shadow, but that is what I keep finding a flaw in most landscapers.
-------------------- I am the God of Destruction. Fear me.
http://groups.msn.com/DalothIsland/
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Melted_Snake
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Disciple
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Reged: 04/27/03
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Posts: 1976
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Loc: ked up inside you.
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Lets say you import a model of a rat from MW. Well if your using the newer importer, you will notice that there is a copy of the model layered over the other. Its called shadow, or something allong those lines. I did the same with a tree some time ago, and I do believe its the same way. I suppose Beth might have had plans for shadows on static objects, but I would assume it was to much of a hit on FPS.
but I did this some time ago. I may be wrong...
-------------------- DIALONEANDTHENUMBER.tk~ comming soon
As RUTHLESS as they come.
Progress Report->
VIVA LA REVOLUTION!
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I_See
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Acolyte
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Reged: 07/23/04
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Posts: 126
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Curious if this same experiment would enable an NPC to have the shadow of, say, an Ogrim.
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C_Mireneye
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Disciple
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Reged: 04/16/03
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Posts: 1427
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Loc: SWE
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Hmm, well. I have my wonders about if its the Bodypart or beeing Npc which enables the possebility of shadows. If so then there might be 2 issues, first off, it might as well have the shadow of an human, aswell as anyting else 2,how do everything knw what shadow etc.
My bet is, the engine creates shadow for ojects that are Npcs. There are however things that talks against it. Like when you equip a sword, or spear, what shadow does this give you ? And if it gives any, then you we know that shadow lies in the weaponmodel. But if not, then we know, that The Cs generates it beacuse of the object beeing npc.
Ill continue my research, damn now i would really like to know. And I believe the issue with killing a tree can be solved by some smartscripting or a unlimited supply of life. Besides, new ideas spring to me mind, if you sucsessully kill a tree, let it die, and have an animation where it is cut of. The shadow will disappear but so will also a big part of the tree.
Theres more possebileties to this then you first imagine.
Thanks all.
Happy modding.
-------------------- It is my dream, my world. ~ Psychic
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C_Mireneye
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Disciple
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Reged: 04/16/03
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Posts: 1427
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Loc: SWE
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Quote:
damn mir how you find new things in CS after 2 years of modding by 10000 geeks ? lolz..find me a easy way to make tunnels in terrain
You gotta be psycho, and a bit crazy.
Geekness wont do.
Hehe, damn, your request there, hmm... Maybe a custom mesh sounds easiest to me. Hmm, or maybe, You could make an totally trasparent texture, that can be used on the ground, An totally transparent alpha map, And then you have a tunnel tileset you can pick the tunnel together with.
-------------------- It is my dream, my world. ~ Psychic
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melonadejello
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Adept
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Reged: 03/31/04
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Posts: 219
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Loc: Cincy, Ohio-ish
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I'm pretty sure it's not specific to the model unless Bethsoft got lazy again because the Daedric Crescent has the same shadow as all the other claymores.
-------------------- http://www.cuneo.us/tesmw/browse.php?dir=melonadejello
My Screenshots
My laziness prevents too many right now, but he looks SO cool!
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Mode_Locrian
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Diviner
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Reged: 10/07/02
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Posts: 2084
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Loc: Bjornholm, Rykith Lowlands Region
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Quote:
You could make an totally trasparent texture, that can be used on the ground, An totally transparent alpha map, And then you have a tunnel tileset you can pick the tunnel together with.
Then you could see through the ground, but you couldn't go through it... there's not a way to turn off collision on a part of the ground mesh. I guess you could write a script that toggled clipping off while the player was near the tunnel entrance, and then toggled it back on once the player was inside, but I don't know if 'tcl' would work in a script.
I think a custom mesh is pretty much the only way to go.
-------------------- My Website
Bards of Vvardenfell Thread (New Info 8/15/04)
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