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  1. #1
    Boomshot
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    Default Remove static shadows when object is hidden?

    I know this may be a stretch but I was hoping someone might be able to clear this up for me. I have a room in my project where i want objects to be removed gradually until it is pretty much empty. Now I know using dynamic lighting and interp actors only this would work fine, but I would prefer to use lightmass for this area for both the looks and performance it gives.

    Say I have a box on a desk that casts a shadow on the desk. Is it possible to at some point remove the box and also remove the static shadow it casts on the desk?
    Last edited by JessieG; 06-09-2012 at 09:57 AM.

  2. #2
    Palace Guard
    Join Date
    Mar 2008
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    Default

    You can't. The lightmaps that are generated include everything that casts shadow on an object, so you can't remove one and keep the others. You'd have to use dynamic shadows

  3. #3
    Boomshot
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    Default

    Bummer. I figured that'd be the case. Ok. Thanks!

  4. #4
    Palace Guard

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    Default

    One possible way to do this, would be to have streaming levels for each of the items removed or a mix. Then you can just stream the level chunks in and out as appropriate.

  5. #5
    Boomshot
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    Quote Originally Posted by Solid Snake View Post
    One possible way to do this, would be to have streaming levels for each of the items removed or a mix. Then you can just stream the level chunks in and out as appropriate.
    That actually makes perfect sense. Also, since it's a single room I doubt it would take too long to load (it'd probably be instant). The way i plan to do it is have things disappear when the player isnt looking at them anyway so the switch wont be noticable. Thanks for the idea!

  6. #6

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    Can multiple lightmaps be generated for the same surfaces? If yes, I was imagining swapping textures in and out, load one lightmap and unload the other, but that seems to be what streaming is about.

  7. #7
    Boomshot
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    Quote Originally Posted by ClimateChange View Post
    Can multiple lightmaps be generated for the same surfaces? If yes, I was imagining swapping textures in and out, load one lightmap and unload the other, but that seems to be what streaming is about.
    That seems like it would be a pain to figure that out (it's not possible natively as far as i know so it would probably need to be scripted) but streaming should work easily because I would just have to build the room, build the lights, save the map. Then delete some things, build lights, save out another version. Not too difficult.


 

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