Implement shadows for features?
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Implement shadows for features?
I finally have all the features rendered at great distance and now they dont have any shadows!
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Implement shadows for features?
Also, your ships seem to have shadows under the water, which looks odd
Re: Implement shadows for features?
Thats pretty normal behavior, shadows are cast onto the sea floor, and the floor is deep, so the shadows are further off from the ship.
The only think it makes it look just a tiny little bit odd to me is that the shadows are so bright, like the sea is really that crystal clear.
The only think it makes it look just a tiny little bit odd to me is that the shadows are so bright, like the sea is really that crystal clear.
Re: Implement shadows for features?
ok solved
FeatureDrawDistance = 95000
FeatureFadeDistance = 88000
and
advmapshading on helped
FeatureDrawDistance = 95000
FeatureFadeDistance = 88000
and
advmapshading on helped
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: Implement shadows for features?
Could you post more result screenshots?
Re: Implement shadows for features?
Can i somehow change those in a map gadget?FeatureDrawDistance = 95000
FeatureFadeDistance = 88000
Re: Implement shadows for features?
Spring.*etConfigInt (loadtime only)
Re: Implement shadows for features?
Agree with this. I don't think you would see shadows on the sea bottom in real life, water defracts too much light and is too turbid. Maybe you could if it was a bathtub with filtered water, but most oceans don't consist of that.Silentwings wrote:Also, your ships seem to have shadows under the water, which looks odd
Solution: just remove shadow on sea bottom. Maybe it saves some GPU time too. Everybody happy.
Edit: just have to fill in more about how stupid that shadow on sea bottom is. Based on land topography, you can usually assume that sea topography follows a similar pattern*. Therefore, the sea bottom shadows seem to indicate a rather shallow sea, whereas the mountians close to the beach indicate a rather steep topography and therefore a deep mountain. The shadows on sea botton are way too shallow.
* mountains are the result on tectonic movements that cause land mass to accumulate on top on itself. Tectonic plates are on a rather large depth compared to the water depth that seas have. Therefore there is no reason why the land above water level should be mountanous but not the land beneath it.
Last edited by Jools on 28 Feb 2013, 17:03, edited 1 time in total.
Re: Implement shadows for features?
Not if it's /water 0.water defracts too much light and is too turbid.
Ftfy.Solution: justremove shadow on sea bottomuse bumpwater.
(the one Floris uses above is reflective/refractive)
They're actually flat, because projections on a surface. To enable volume shadows, go implement itThe shadows on sea botton are way too shallow.
Last edited by Anarchid on 28 Feb 2013, 17:06, edited 1 time in total.
Re: Implement shadows for features?
I'm talking about real life. Forget how spring engine is coded. You need to get out and have some fresh air. Maybe talk with a woman too.
Re: Implement shadows for features?
You're talking about water looking unreal in a game engine on settings that don't allow it to look real.I'm talking about real life.
Also, in real life, tectonic movements easily cause underwater mountains and stuff like deep ocean trenches.
That gets old real fast, sonnyMaybe talk with a woman too.
Re: Implement shadows for features?
My point is exactly that sea bottoms should have mountians, just like land. And looking at the topography, the sea should be much deeper.
Re: Implement shadows for features?
Jools these things you talk about are the job of map makers.
So the engine has little to do with mountain/seafloor heights in that aspect.
Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.
But hey, there are more important things to implement.
So the engine has little to do with mountain/seafloor heights in that aspect.
Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.
But hey, there are more important things to implement.
Re: Implement shadows for features?
FACTFloris wrote:Jools these things you talk about are the job of map makers.
So the engine has little to do with mountain/seafloor heights in that aspect.
Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.
But hey, there are more important things to implement.
Re: Implement shadows for features?
I was commenting the map.Floris wrote:Jools these things you talk about are the job of map makers.
Agreed, if by shallow you mean less than 0,1 m deep.Floris wrote: Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.
But hey, there are more important things to implement.
Yes, there are more important things to implement, so until shadows in sea floor can be done correctly, just remove them.
(Edited misquote.)
Last edited by Jools on 28 Feb 2013, 20:42, edited 1 time in total.
Re: Implement shadows for features?
that is what he was saying.Jools wrote:I was commenting the map.Floris wrote:Jools these things you talk about are the job of map makers.
So the engine has little to do with mountain/seafloor heights in that aspect.