Here you can view your subscribed threads, work with private messages and edit your profile and preferences Registration is free! Calendar Find other members Frequently Asked Questions Search Home

Go Back   BeyondUnreal Forums > Mods > Infiltration > Infiltration Development

Reply
 
Thread Tools Display Modes
Old 20th May 2001, 06:34 PM   #1
SoSilencer
Harry Goz (1932 - 2003)
 
SoSilencer's Avatar
 
Join Date: Nov. 27th, 2000
Posts: 834
Since it looks like it might be a while before 2.86 and EAS I have decided to wait for that until I finish my jungle map I've started another map. I only just started it today but it's coming along very nicely.

What I'm wondering is, does anyone know if it's possible to cast a shadow from a masked sheet? Like if you have a masked railing texture on a sheet I want it to cast the shadow of the texture. I know I've read stuff about this but it was a long time ago and I can't find the articles anymore. I don't NEED to use sheets but I want to keep the polygon count as low as possible so using an alpha map to cast the shadow would be the fastest (I'm using high quality shadows for the entire map so keeping the geometry simple is kinda important).

Any ideas on how to simulate this shadow would be appreciated. It's not vital but it'd make the map look soooo awsome.
SoSilencer is offline   Reply With Quote
Old 20th May 2001, 10:08 PM   #2
wint-o-green
I'd rather be playing H&D 2
 
wint-o-green's Avatar
 
Join Date: May. 12th, 2001
Location: Guardania Castle
Posts: 152
Sure you can. The only way to do this is to make textures with the shadows already drawn on them.
__________________
wint-o-green is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:57 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer