No player shadows on transparent floor tiles

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No player shadows on transparent floor tiles

Post by Rends »

I created a transparent floor tile (in XSI) and just noticed that the Player shadows doesn´t appear on it.In fact it goes through it.
But i know it´s possible i saw it on Naboo Theed.
Any help?
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RE: No player shadows on transparent floor tiles

Post by Gynt_Ryles »

No, but this could help:

On Kamino, the floor appears to be shiny and reflect the walls and ceiling (like a miror). However, the floor is actually transparent, and there is a mirored hallway beneath it. So it's actually two hallways, but the transparent floor makes it look as though the floor is reflective.
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RE: No player shadows on transparent floor tiles

Post by Saturn_V »

Where on Theed have you seen it?
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RE: No player shadows on transparent floor tiles

Post by Leviathan »

On water of the fountains, I guess...
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RE: No player shadows on transparent floor tiles

Post by ShadowHawk »

I know from my study in game texturing certain textures have a specific color that is used as a transparency for that sort of thing in a game engine. I would try seeing if this is the case for this one.
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RE: No player shadows on transparent floor tiles

Post by Rends »

Gynt,
that´s already what i did.
Saturn,
i saw it at theed in the Dome.
Shadow,
no the transparency isn´t set by a specific color but the alpha channel you create in a graphic software.
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RE: No player shadows on transparent floor tiles

Post by Saturn_V »

Maybe it's my video card, but I don't get a shadow in the centre of the dome. At the edges - yes, but in the centre I see a reflection not a shadow.

the Player shadows doesn´t appear on it.In fact it goes through it
I don't understand what you mean. Can you post a screenshot of what you are getting on your map, and a picture from Theed of the effect you want ?
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RE: No player shadows on transparent floor tiles

Post by Qdin »

well, COULD it be made in XSI? there is some certain ways to make the transparency - like adding a "XSI Texture/color" like the one I use: Toon - and then set the Alpha Value on 0& :wink: or choose the paint tool - and give it the value(s) 00%

and Shadowhawk: about that color:
you use it to fx Bumpmapping (if I remember correct) and the more white it is, the more "closer" it is :wink: and you ALSO use it like: B/W - the black ISNT in the 3D program, and the white IS there :wink: like drawing an image, and "transform" the 2D picture, into a 3D model (or at least from one side - lets say from Top View) and it creates a shape within the white ares - like with Curves :wink:

anyone wants to correct me? please do :P

C ya - I hope this helps you
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Post by Rends »

Sat,
here is the screenie from Theed:
Image
You can see a shadow just below the Droid.

Well i can´t show you the wrong shadow on my map anymore because i already made a shadowvolume for the roof so i don´need the shadow on the transparent tile anymore but i would like to to it how it works.
Here is the screenie from my map:
Image
The shadow could be seen half down the column but it wasn´t on the transparent floor tile.

And Qdin,yes you need to set a flag for transparent tiles in XSI too and there are tons of other flags i don´t know for what they stand for and how they work. that´s why i asked for help here.

EDIT:just had a closer look at the theed screenshot. It isn´t a shadow in fact it´s more a reflection of the droid. Hm....but how to activate this?....duuuh
CGArtist

Post by CGArtist »

Rends, though I haven't experimented with it, I suspect the unit reflection might be controled by the Foley FX classes.
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Post by Saturn_V »

It's a Reflection Region.
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Post by Rends »

Saturn_V wrote:It's a Reflection Region.
Hm, and where and how do i set this? In XSI in a odf or in Zeroeditor?
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Post by Qdin »

I'd guess in the .ODF

probably something like this:
ReflectionValue or something :wink: can you find the .ODF for the floor on theed and check there? :wink:

but what if you chnge the values in XSI? does it apper in the game like when you render in XSI? lets say I give it an orange color :P when I add it to the game, and DONT add a testure - is the model then black? (no texture, only the model) or is it orange...? because then you COULD create invisible stuffs :wink:
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Post by Ace_Azzameen_5 »

Yes, way to go Saturn! You got him to show us another pic! This map will own, just for the scenary!
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Post by Rends »

Qdin wrote:I'd guess in the .ODF
have an example?

Ace,lol.
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Post by Saturn_V »

It's done in Zeroedit, in Region mode. Add a new region, set the type to Reflection and in the ID box add a unique identifier onto the end (I just number them, so I have reflection0, reflection1 or whatever. Note the box indicates you should keep the prefix "reflection")

The bottom of the reflection region will be the actual reflecting surface, so line this up with the floor. I noticed on Theed that the reflection region cuts off the shadows, as you too saw on the column shadow.
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