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Baked shadows


Chelaru

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Well there is already support for baked shadows (lightmaps) per material using the toneMap (coloured lightmap) material slot. You just do the baking in a third party app like Blender or pureLight or whatever and make sure you export the model with the second UV unwrapped for the toneMap.


Here's a pic in Torque editor:

http://yorkshirerifles.com/random/tonemaptest.jpg


here's an old in-game pic with no lights:

http://farm5.static.flickr.com/4138/4871720090_136c4da402_b.jpg


And here's an ancient level I made without any lights, just tonemaps:

JfFsyRHm-Rg


As for in-engine baked shadows, I think [mention]Azaezel[/mention] has been working on get lights to cast static shadows but I've been busy and not really kept up to date with what's going on with engine development lately.

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I think [mention]Azaezel[/mention] has been working on get lights to cast static shadows but I've been busy and not really kept up to date with what's going on with engine development lately.

 

Nah, the Cached Shadows bit is a tangental solution that just stores off the runtime generated ones over a period of frames rather than a regen per frame. (Unless you tick the material to be dynamic, then it goes back to per-frame atm to allow the shadow to animate). Baked is an entirely different beast.


edit: last convo on the matter: http://forums.torque3d.org/viewtopic.php?f=9&t=366

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