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[GGC] Lightmapping issue: Static object still casts shadow from sun #975

Closed AvengingEagle closed 2 years ago

AvengingEagle commented 3 years ago

Occasionally I will find a static object that casts a dynamic shadow. This chandelier model is one such example. It static by default, and here is the fpe:

`;Saved by GameGuru Object Importer v1.000 ;header desc = lustre (long)

;visualinfo textured = lustre_color.dds textureref1 = lustre_color.dds textureref2 = lustre_normal.dds textureref3 = lustre_gloss.dds textureref4 = lustre_illumination.dds effect = effectbank\reloaded\apbr_illum.fx castshadow = 0 transparency = 0

;orientation model = lustre (long).dbo offx = 0 offy = 0 offz = 0 rotx = 0 roty = 0 rotz = 0 scale = 100 collisionmode = 11 defaultstatic = 1 materialindex = 2 matrixmode = 0 cullmode = 0

;physics shapes physicscount = 0

;identity details ischaracter = 0 hasweapon = isobjective = 0 cantakeweapon = 0

;statistics strength = 25 explodable = 0 debrisshape = 0

;ai aimain = default.lua

;spawn spawnmax = 0 spawndelay = 0 spawnqty = 0

;anim animmax = 0 anim0 = 0,0 playanimineditor = 0 ignorecsirefs = 1 ` castshadow is set to 0, meaning it should not cast a dynamic shadow, but it still does.

chandelier

The only way to get rid of this is to turn off shadows in the tab-tab menus, but I still think it's a bug that a static object does this.

plemsoft commented 3 years ago

@AvengingEagle Thanks for reporting this issue.

To stop shadow from all sources , lightmapper , dynamic ... you must use: castshadow = -1

Or you will still get a shadow.

Let me know if this solves your issue, Thanks.