Dragon Rage
UO Staff

Joined: 10 Sep 2003
Posts: 524
Location: Atlanta
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Posted:
Mon Jul 05, 2004 12:08 am |
Well, looks like the coder for Frag.Ops, who goes by SquirrelZero, has something very special to share with us. I've yet to check out this awesome looking tool, but I'm looking forward to doing so when I get me new b0x. More on that later; for now, here's what the creator had to say:
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I started playing with realtime directional shadows about 6 months ago and realized it would be very difficult to do what I wanted without projecting onto the playerpawn owning the shadow. UT2004 then added the bNoProjectOnOwner variable which made me decide to revisit and finish this small side project. What it does is allow you to specify a number of shadow "slots" to allocate and create shadows for each new light source encountered within a spherical radius, specified by the MaxLightDistance variable. To do this we spawn a new custom shadow projector for each light in the Lights array, which is filled by assessing the LightPriority of each light found in the radius. Each shadow projector then works independantly to create a very nice-looking directional shadow, and when combined by setting MaxShadows to 2 or higher, creates some very real and atmospheric shadow webbing. |
Wow. Please note - the page contains heavy UScript code, and if you're not familiar with either that or C++, you may be confused and filled with a desire to learn. I think I'm finally appreciating my three years spent studying object oriented programming :-s
Creds fly out to Mod N Mod for the news! |
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