SHADOWS?!
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You guys know FL doesn’t support shadows, but…… look, land on Planet Los Angeles (California), go to the commodity trader, and check the light coming in through the window. You will definitely see shadows. So how the hell is that done? Has anyone experimented with this already? IT would be awesome to implement it to space.
entity_name="LtShadowSource", type=LIGHT, template_name="", lt_grp=0, srt_grp=0, usr_flg=0, spatialprops={ pos={ 0, 0, 0 }, orient={ { 1, 0, 0 }, { 0, 0, 1 }, { 0, -1, 0 } } }, lightprops={ on=N, color={ 255, 255, 255 }, diffuse={ 0, 0, 0 }, specular={ 0, 0, 0 }, ambient={ 0, 0, 0 }, direction={ 0, 0, 1 }, range=2000, cutoff=98.999977, type=L_DIRECT, theta=90, atten={ 1, 0, 4e-006 } }
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That looks like a .*THN script from what I can remember, and I don’t think that they work in space.
However doesn’t dynamic lighting simulate shadows? -
Unfortunately there really is no known way to get THNs to work in space, in-game of course. THNs are used for single player missions, landing and take off sequences, and cutscenes if my memory serves me correctly, and do not stretch outside the fine limits of these.
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As is understand it the FL engine is not able to generate shadows itself like other engines.
They need to be done by hand which is not possible in space.