When I create a marble shape in Blender and export to .dts (well, more accurately Jeff does it for me), the marble has no shadow in-game. Anyone know how to set this up correctly?
Blender marble .dts issue
- whirligig
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08 Aug 2013 18:35 #1
whirligig
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- HiGuy
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09 Aug 2013 00:22 #2
This signature is real code
HiGuy
Lead Developer
One thing I've found is that you have to export the shape as Triangle Strips in the exporter options for shadows to appear. (Edit: Tested and works with Triangle Strips)
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Code:
function clientcmd12dothepq() {
commandToClient(LocalClientConnection, '34onthedancefloor');
}
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- whirligig
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09 Aug 2013 04:44 #3
whirligig
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Thanks! (Lock if desired.)
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- Rocket
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14 Aug 2015 21:17 - 14 Aug 2015 23:40 #4
Rocket
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[strike]I know this is a 2-year bump, but I have this problem too and
Edit: Alright, tested some settings and found out that LOSCollision-1 (under "Detail Levels") is actually not needed! Not sure where I read that it was required. Anyways the shape I exported now has a shadow. Collision doesn't seem to be any different. The post above by HiGuy still stands however- the setting "Triangle Strips" still needs to be set for the shadow to appear.
[strike]doesn't seem to work for me. I am using a UVsphere shape. Transparency in the exporter options is not selected. The shadow in-game doesn't look like the shadow of MBG's ball-superball.dts (a solid circle). Instead, the exported dts only casts shadows of some edges of the sphere, and one can say there is no shadow at all. What setting needs to be set so that the shadow can actually be seen?[/strike]export[ing] the shape as Triangle Strips
Edit: Alright, tested some settings and found out that LOSCollision-1 (under "Detail Levels") is actually not needed! Not sure where I read that it was required. Anyways the shape I exported now has a shadow. Collision doesn't seem to be any different. The post above by HiGuy still stands however- the setting "Triangle Strips" still needs to be set for the shadow to appear.
Last edit: 14 Aug 2015 23:40 by Rocket.
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