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GP Bikes => Support => Topic started by: h106frp on May 06, 2017, 09:14:28 PM

Title: Surfaces and track shadows
Post by: h106frp on May 06, 2017, 09:14:28 PM
I have a blended edge band and track wide lines that both use transparency.

Which definition should I use to allow them to receive track shadows during map compile?

And would any of the definitions allo them to receive bike shadows?

I would prefer that they are non-collidable, tried SHAD_ and SKIDS but they do not get shadowed nor do they allow the shadow to project through the transparent areas onto the shadow receiving surface (that works OK) below.

Thank you
Title: Re: Surfaces and track shadows
Post by: Steven on May 14, 2017, 08:55:28 AM
Does "DECAL_" not work for this?
Title: Re: Surfaces and track shadows
Post by: h106frp on May 14, 2017, 09:18:32 AM
No tried it - seems to be anything with an alpha has issues with shadows either during compile or in-game
Title: Re: Surfaces and track shadows
Post by: TFC on May 14, 2017, 10:35:52 AM
Is the shad prefix applicable here?

"To force an object as shadows receiver use the SHAD_ prefix"

Edit: must have missed you mention this above..

Sure you can probably chain it with other arguments like SHADDECAL, but I'm pretty sure TRK and WLL objects receive shadows no matter what..
Title: Re: Surfaces and track shadows
Post by: Hawk on May 14, 2017, 10:54:06 AM
Quote from: TheFatController on May 14, 2017, 10:35:52 AM
Is the shad prefix applicable here?

"To force an object as shadows receiver use the SHAD_ prefix"

Edit: must have missed you mention this above..

Sure you can probably chain it with other arguments like SHADDECAL, but I'm pretty sure TRK and WLL objects receive shadows no matter what..

Not if the texture has an alpha channel.  ;)

Hawk.