i needed some nice shadows for my plants i started working on (ok still preparing the assets and drawing some sketches). a terraforming station on mars needs some plants.
i made a new plant with [credits] natestahâs [/credits] plant-pack textures for testings.
my idea was to save fps if i use the same light positions in 3dsmax(with exported geometry) like in d3radiant to render my plant shadows in a seperate texture.
i added them into doom using a decal shader.
im wondering if the method is better for the performance if i use decal shadows in hot spots to save resources. or will d3 need more resources to render the decals than the shadows?? not every place in d3 has dynamic lights so i like the method. it feels like in good old q3maps2 days with this look and i have a good control of the shadows.
this is the result thrown into a quick test-scene: