FP model rendering behavior

Materials, textures, lighting, postfx
3 posts Page 1 of 1
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Dec 09, 2015 7:01 pm
Torque prevents the weapon from being rendered through geometry by pushing the model towards the camera. As described here:

http://www.garagegames.com/community/fo ... ead/121167
https://www.garagegames.com/community/f ... ead/131993

But there's another problem, other than that. The 3rd person player model casts shadows into the 1st person model, resulting in a terrible effect. It might be realistic, but it's not what other games and engines have been doing. Is there a way to disable this?
Duion
Posts: 1009
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Dec 09, 2015 7:17 pm
You can disable it in total with the checkbox in the playerdata editor. I think the shadows are not part of the first person model, since they are projected into the whole game world and so are also visible in first person of course.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Dec 09, 2015 7:58 pm
I don't want to disable shadows being casted form the FP model, but casted from the TP model into the FP one. Open a sample scene and note that the shadows from the upperbody and head of the third-person model are casted into the FP arms and weapon. You can notice this if you tweak with your PSSM configuration, or making the shadow volume more "hard".
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