Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 8/2/2003 10:39:00 AM
Subject: RE: speaking of lighting..

yea. in wfa you can enable stencil shadows, r_stencilbits 8 then cg_shadows 3 then a vid_restart, and it creates a new entity that is your friend, your shadow, that follows you around.

but you are getting an estimated source for shadow casting. Most maps didn't have light sources only at logical places for light, they scattered them around, and in turn those shadows become crap. Truecombat disabled that type of shadow, because it can peek under doors, far away on walls, which looks odd.

with realtime volumetric lighting the level has light sources placed in it that can be set to 'shadow casting' and non 'shadow casting' light sources. the engine feeds a crapload of data to the video card, and the video card then does all the math to draw realtime lighting, and also shadow casting. The whole doom3/quake4/tanabrae engine your shadow will cast itself on other players even.

I could put that type of lighting in fusion, but it will suck performance. Gotta remember with doom3's target fps of 30, most people are not going to want to play an action game that goes 1/2 the framerate of a standard monitor.

  


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