• Welcome to PiBoSo Official Forum. Please login or sign up.
 

Surfaces and track shadows

Started by h106frp, May 06, 2017, 09:14:28 PM

Previous topic - Next topic

h106frp

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

Steven

Does "DECAL_" not work for this?

h106frp

No tried it - seems to be anything with an alpha has issues with shadows either during compile or in-game

TheFatController

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..

Hawk

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.