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Re: High Definition Dynamic Shadows..

Posted: Wed Nov 18, 2009 9:56 pm
by Apache Thunder
Those are just the commands for the raytracer stuff that makes objectlightmaps.

Code: Select all

raytracer.shadowsNearCamera
raytracer.light.selfshadowing 1

Re: High Definition Dynamic Shadows..

Posted: Wed Nov 18, 2009 10:55 pm
by Senshi
ObjectTemplate.minNrToTakeControl

Is code that makes it necessary for multiple players to be in flag radius to actually cap the flag. (e.g. if set to 5, 5 players must be in flag range to cap it).

Re: High Definition Dynamic Shadows..

Posted: Wed Nov 25, 2009 3:59 am
by fo0k
I gathered that :) but not seen this in action before.. is it used?

Re: High Definition Dynamic Shadows..

Posted: Thu Nov 26, 2009 12:30 am
by Apache Thunder
According to the command database, this is not used in the vanilla files. It would add a extra gameplay element. Like make main bases cappable only when 4 or more players are near it for example. ;)

Re: High Definition Dynamic Shadows..

Posted: Thu Nov 26, 2009 12:23 pm
by Senshi
Yeah, but mostly it's pretty useless in gameplay means as its effect heavily depends on the number of people playing. If you have 32on32, a minimum of 4 might be acceptable, if you fight 4on4, it would suck a bit...;)

Re: High Definition Dynamic Shadows..

Posted: Thu Nov 26, 2009 5:06 pm
by fo0k
true.. though it's interesting for the interstate mod.. because the racing aspect of the its not traditional conquest play it could allow for more cooperative play when passing the checkpoints/flags etc

the interstate modders mind.. this site has members to cover all weird and wonderful modding angles :)

Re: High Definition Dynamic Shadows..

Posted: Mon Dec 07, 2009 10:02 pm
by Apache Thunder
While working on conveting BFHeroes to BF1942, I experimented with making a projectile using a treeMesh. I didn't turn off DynamicShadows for it since I didn't expect it to work on treeMeshes anyway (since treeMeshes don't have a shadow mesh for obvious reasons), But to my surprise it had a shadow. But that wasn't the real surprise!

(click to view)
Image

I made some objects on my simulator map use a treeMesh and turned on dynamic shadows. That was the result. Notice that it's a bit buggy when there is a lot of them on the map. It causes a CTD in fullscreen mode and bad flickering of all treeMeshes on the map. But this did not occur with the sticky TNT that I originally made a treeMesh out of. So I suspect it will be more stable if the map isn't littered with treeMeshes with shadows on. :P

One idea I got out of this was to use this to make terrain "decals". Like helipads and stuff. ;)

Re: High Definition Dynamic Shadows..

Posted: Wed Dec 09, 2009 2:07 am
by fo0k
W T F!?

whoa.. thats some weird shit man.. reflections..?

ive seen water reflections before in bf1942 when using the gta mod dll files but not like this.. thats very cool... and worthy of investigation!

Re: High Definition Dynamic Shadows..

Posted: Thu Dec 10, 2009 5:34 am
by Apache Thunder
Water reflections with gta dll files? Please explain this further. :P

Re: High Definition Dynamic Shadows..

Posted: Thu Dec 10, 2009 6:34 am
by fo0k
I'll dig them out.