Stencil shadows, Bump mapping, Static entities and scripting
Posted: Mon Jan 30, 2006 5:40 pm
Hello I am new to RF but have a few years exp un game/level design.
Looking at the capacity and potential in this engine I was extreamly pleased to see all of these features. I just couldn't belive in a free tool all this was available.
I just started building a demo in RF and have a few problems.
I have read alot of things about stencil shadows but I cannot get them to work no matter what I try. I have them on in the tests, I have the player set as "Stencil shadows True" Nothing works. They worked in the "Shadow Demo" But I cant even find that online any more.
Will they work on static entities? I would like to do these on all SE's in the level but I can't seem to get them to work at all. I have read hours of posts and gone through all the help docs. I found one bit of info I couldn't make out at all in the RF faq that says;
"to enable stencil shadows you have to call
geEngine_SetStencilShadowsEnable(geEngine *Engine, geBoolean Enable, int NumLights, geFloat r, geFloat g, geFloat b, geFloat a)
and for each actor you want to cast shadows
geActor_SetStencilShadow(geActor *A, geBoolean DoStencilShadow)
sorry, totally forgot to mention that you need an additional entry in the menu.ini file to be able to turn on/off the stencil shadows from the menu
to the video options menu add"
What does that mean and where would I find these settings?
I have a radeon 9600 and it runs damn near everything I put to it so I dont think it is the problem but in these forums it seems every one knows how to do this and I must have some sort of hardware issue.
Also what are ProjectedShadows? How do I make them work?
Also bump mapping in BSP geometry...
Read all about it, saw one post about it not working and no real answer to it. I have put into the map texttures with the names BM0_con, BMB_con etc. Man it really doesn't work. Tried it in a simplified map to make sure I didn't have a problem with my geometry touching and still doesn't work. Thats not a huge deal for me becuase I will be using main;y static ents but it seems that there is very little help as far as how that works and why it's not working. It's bit unclear as far as what to d. Do you use RFpak to put the textures in. (I assume but in the manuel it just talks about actors not level geom).
About static meshes.....
ok so after some time I got them working.
Q. Can one mesh have many textures applied? Like if I make a city and all the walls have different textures and I used a multisub style method to have seceral textures mapped onto it? I use alot of texbaking in my designs to get nice lighting but 1 texture per large mesh gets a bit blocky. So I break them up. Also can you save a light map into an ACT file? I would like to multi map the mesh and apply a nice big light map to the final product using uv channel 2.
Q. Can Static meshes cast shadows onto BSP geom? If so how?
Q. Can fog lights work for static meshes? Fog lights rock but they just dont seem to work for them.
A question about fixed cam
Can it track the player? How?
If I could get some help Id realy apreciate it I need to have this demo up and running yesterday and it's going way to slow with me doing the trial and error level building.
Thanks.
Looking at the capacity and potential in this engine I was extreamly pleased to see all of these features. I just couldn't belive in a free tool all this was available.
I just started building a demo in RF and have a few problems.
I have read alot of things about stencil shadows but I cannot get them to work no matter what I try. I have them on in the tests, I have the player set as "Stencil shadows True" Nothing works. They worked in the "Shadow Demo" But I cant even find that online any more.
Will they work on static entities? I would like to do these on all SE's in the level but I can't seem to get them to work at all. I have read hours of posts and gone through all the help docs. I found one bit of info I couldn't make out at all in the RF faq that says;
"to enable stencil shadows you have to call
geEngine_SetStencilShadowsEnable(geEngine *Engine, geBoolean Enable, int NumLights, geFloat r, geFloat g, geFloat b, geFloat a)
and for each actor you want to cast shadows
geActor_SetStencilShadow(geActor *A, geBoolean DoStencilShadow)
sorry, totally forgot to mention that you need an additional entry in the menu.ini file to be able to turn on/off the stencil shadows from the menu
to the video options menu add"
What does that mean and where would I find these settings?
I have a radeon 9600 and it runs damn near everything I put to it so I dont think it is the problem but in these forums it seems every one knows how to do this and I must have some sort of hardware issue.
Also what are ProjectedShadows? How do I make them work?
Also bump mapping in BSP geometry...
Read all about it, saw one post about it not working and no real answer to it. I have put into the map texttures with the names BM0_con, BMB_con etc. Man it really doesn't work. Tried it in a simplified map to make sure I didn't have a problem with my geometry touching and still doesn't work. Thats not a huge deal for me becuase I will be using main;y static ents but it seems that there is very little help as far as how that works and why it's not working. It's bit unclear as far as what to d. Do you use RFpak to put the textures in. (I assume but in the manuel it just talks about actors not level geom).
About static meshes.....
ok so after some time I got them working.
Q. Can one mesh have many textures applied? Like if I make a city and all the walls have different textures and I used a multisub style method to have seceral textures mapped onto it? I use alot of texbaking in my designs to get nice lighting but 1 texture per large mesh gets a bit blocky. So I break them up. Also can you save a light map into an ACT file? I would like to multi map the mesh and apply a nice big light map to the final product using uv channel 2.
Q. Can Static meshes cast shadows onto BSP geom? If so how?
Q. Can fog lights work for static meshes? Fog lights rock but they just dont seem to work for them.
A question about fixed cam
Can it track the player? How?
If I could get some help Id realy apreciate it I need to have this demo up and running yesterday and it's going way to slow with me doing the trial and error level building.
Thanks.