How are car shadow objects built?

Discussion in 'Car Modding' started by Johannes Rojola, Feb 18, 2012.

  1. Johannes Rojola

    Johannes Rojola Registered

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    I'd like to have advice on how to build main shadow object. Currently I am using technique that worked fine in rF1 like follows:
    Code:
    MeshFile=FURY61_COLSHDW.gmt CollTarget=False HATTarget=False ShadowObject=(True, Solid, 256, 256, CHASE_USA_UNDERSHADOW.DDS) LODIn=(0.0) LODOut=(200.0)
    However this results sometimes in odd results with rF2. I tried using similar line that was used in rTrainer, but it worked very badly. So what is the truly proper way of doing the shadow object because there seems to be lots of ways of doing it?
     
  2. Kristoff Rand

    Kristoff Rand Registered

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    I thought rF2 used the actual body gmt for shadows now?
     
  3. Marek Lesniak

    Marek Lesniak Car Team Staff Member

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    It's up to modder, which way to take.
     
  4. Johannes Rojola

    Johannes Rojola Registered

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    Thats what I thought I guess... Well, I know then how to approach this, but if there is any preferred or true way of doing it then I'd like to know it :)
     
  5. Marek Lesniak

    Marek Lesniak Car Team Staff Member

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    I'm planning to do some tests to check, which way is better fps wise. I was always using separate models as that gave me more possibilities, like having low quality shadows while keeping visible good quality model but if using visible model as shadow caster could safe some significant amount of fps, then I will have to think more about which to use.
     
  6. toebee

    toebee Registered

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  7. Marek Lesniak

    Marek Lesniak Car Team Staff Member

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    That was valid for rF 1. It looks like in rF 2 there won't be need for having undershadow texture. None of ISI cars use it in rF 2.
     
  8. Devin

    Devin Member Staff Member

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    The rFTrainer is using it I think.
    Try the dynamic shadows by adding "ShadowCaster=(Dynamic, Solid, 256, 256)" to the "SLOT(ID)" and add ShadowCaster=(True, Solid) to every part you want to have a shadow. This shadow is sadly very low-res but it's beautiful anyway :D
     
  9. Marek Lesniak

    Marek Lesniak Car Team Staff Member

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    No, ShadowCaster is standard definition for object's shadow.

    For undershadow, you'd see something like this:
    ShadowObject=(True, Solid, 256, 256, undershadow.dds) - here, "ShadowObject" is the key element and as you see, a dedicated texture is used. You won't find that in gen files for ISI's rF 2 cars.

    EDIT:
    What I see though, is this:
    MeshFile=rter_undershadows.gmt CollTarget=False HATTarget=False AmbientObject=(True,Texture)
    And... it use "RTER_UNDERSHADOWS.DDS", which is undershadow-like texture :(

    And AmbientObject is present in all ISI cars gen files, so you guys were right!
     
    Last edited by a moderator: Feb 19, 2012

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