I have a track with a tunnel. There are shadow casters above the tunnel. In rF1 ShadowReceiver=False stopped the shadows from showing on the tunnel. In rF2 this does not work. Is there an equivalent setting for rF2?
I found the "T1 No Shadows" shader at the bottom of the list. That fixes the tunnel walls. But the floor is racesurface/real road. Can't change the shader so I still need something like ShadowReceiver=False
You could just make a simple object around the tunnel to cast a shadow, which would show instead of the other ones.
Then the floor would always be in shadow. And shadows are not additive. So it would always be uniform shadow. Perfect! I have already split the tunnel mesh from the road mesh ( old GPL track ) So I can just make the tunnel piece a shadow caster. Which, of course, it really would / should be. BTW, does the instance name "tunnel" have any special meaning? I have not added any reverb to the AIW but, unless my ears are playing tricks, I think I hear a bit of reverb in the tunnel.
Only with lights, I think it's tunnellight, just so the lights are always on. Reverb is generated from the AIW.
Yes, I have used tunnel lights b4 ( tunnel_light01 etc ) I found this old post about reverb: ----- https://forum.studio-397.com/index.php?threads/how-do-we-control-the-sound-effects.29231/ Yes, the edge end of the collision corridor controls the reverb right now (typically if it's shorter than the max length we can assume there is some kind of wall there)--closer the car is to it the more reverb you get. We also have plans to add reverb zones to increase reverb in tunnel-like areas--not sure when this will make it in though... Michael Juliano, Jan 18, 2012 ------ I checked the Brianza AIW because it has a very good echo going under the banking. All of the waypoints have wp_reverb=(0)