see colon said:
ok, so the shadow should just float in the air like it does in doom?
GEEZ! How many times do we have to tell you before you finally get it? Shadows DON'T FLOAT!!! Do you even know what the shadows are in Doom3?
They're stencil volumes created by finding the outline of a 3D model and then extruding said outline backwards away from the light! The areas that new 3D model touches other geometry will be shadowed. Per definition, shadows CAN'T float with that technique because unless the shadow volume intersects with other stuff there won't be any shadowing. If the volume stopped in thin air there would be nothing rendered!
Just check this yourself by finding a nearby imp and have it toss fireballs at you, you'll see the shadows cast by it cling to nearby geometry like white on rice.
Like it has been repeated about half a million times by now, the reason shadows cast by the torch seem to be floating is because the torch and the eye-line of the player are nearly parallel and the screen is two-dimensional so you get no parallax effect (depth perception).
Could you PLEASE stop perpetuating this bullshit now?
what i did say, is that if doom3 used a non-unified lighting system like those featured in other games (farcry, painkiller) it would perform better and have nearly the same effect 80% of the time.
That's also bullshit by the way. FC and PK don't look like Doom3 at all, nowhere in either game do they look like D3. I have both right here next to me on my shelf and they Don't Look Like Doom3. Period.
...Obviously, by the way, since their lighting systems aren't anything like Doom3's...
no, it's dynamic, not unified.
You're wrong. D3 has unified lighting; all lights in the game use the same technique on all geometry; level, objects, creatures. That's what unified means.
the lighting system in doom3 (the game, not the engine) is being artificially limied in a number of ways, like...
Sxotty said:
selfshadowing, monsters dont' therefore shadow eachother
That's not a limitation of the lighting system, if anything it would be a limitation of the shadow renderer. However, you can turn on self-shadowing yourself with a console command as I recall. It's likely as much a performance consideration as anything else it's not on as standard.
Btw, quite a few objects DO self-shadow. Kick over a mop/bucket and study the four little wheels underneath; you'll see them casting shadows on the bottom of the bucket.
not everything is lit the same in doom3 (the game, not the engine), thus making the lighting system NOT unified.
Wrong, all objects are lit the same way.
alpha textures don't cast shadows when you shine the flashlight on them either.
Duh. You fell on your own move there pal. Like you said; alpha
textures. Textures can't cast stencil shadows, as these are generated from GEOMETRY. And the shadowing system is separate from the lighting system like I already said, so you're clearly so very wrong here. Please give up now.
here's a couple of pictures to chew on...
This is just you complaining again about stuff that's already been explained to you, shadows don't float. Period. Go find an imp and check yourself.