Shadow Casting Sky


(Orange) #1

After many :banghead: and :bash: , I’ve finally made a good looking skybox! :clap:
Now, can I use my clouds.tga texture that I used in my sky shader to cast shadows on the terrain? how?

(I’ve searched the forum but all I got was people trying to remove shadows or fix them…)


(Orange) #2

Hook Me Up - Bon Jovi
Hello, is there anybody out there?
I’m alone hanging by a thread
Everywhere around the world
Everybody’s waiting for someday
Calling out around the world
Maybe someday might be tonight

If you think or know there’s no way to do it, just say and I’ll move on to other things…


(thegnat) #3

I don’t think that there is an easy and effective way to do this because the terrain is lightmapped in the most cases. That means you have fixed lightmaps that declare what area is lit and what is not lit. You can change them as MindLink described in his lightswitch tutorial, but thats not effective with what you are planning.

I can imagine, that there is a way to have the same cloud-layer moving on the base-shader of your terrain the same way, it moves on the sky. Don’t know how much impact it has on FPS.
Please someone correct me, if I’m wrong. Maybe the q3map2 forum would have been the better place to ask.


(Orange) #4

10x, I’ll try there…