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Old 02-19-09, 09:25 PM   #74
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by IFRT-WHUFC
That pic' looks great to me, the light source should be the sunlight and both periscopes are casting a shadow in the same direction!

Great Work as Usual RB!!
Ensure you thank FlakMonkey also. It was he who provided the missing link to casting the shadows onto other objects
I'm a perfectionist and those screenies with the open Turm problem bug the crap out of me. It needs to be fixed but I'm not that skilled with 3D modelling programs. Hopefully someone out there knows how to fill backfaces. If you don't know what I mean by backfaces:
- in 3D world, like DirectX, the order in which the vertices of a triangle are drawn matter. There is a clockwise and counter-clockwise direction that the vertices can be defined. Depending on the cull mode specified, vertices drawn one direction will be visible if pointing at the camera and not visible if pointing away from camera (these are backfacing triangles). Default cullmode in DirectX is counter-clockwise. Since I can't disable culling in SH3 I have to add another 'layer' on top of those backfacing triangles that has the vertices in the opposite direction the backfacing ones are so that they are rendered and visible thus curing the problem above.
Another solution is to write some code into Apollo that will do this for me (by adding another subset to the 3D model). I'm going to go the lazy route and hope someone can tell me how to do it with Wings3D or Misfit3DModeller.

In case you missed it, the VIIb sub itself gives off shadows in the demo:



Last edited by TheDarkWraith; 02-19-09 at 10:14 PM.
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