I'm making a little scene set in a dungeon, and I want EVERYTHING to cast a dynamic shadow. In otherwords, if you were in a dark hallway, which turns to the right at a 90* angle, and you were carrying a torch, you would see the wall at the apex of the corner, cast a shadow on the other walls. Or, if you were in a room with pillars, and you had a torch, the light from your torch would cause the pillars to cast shadows on the walls.
Well anyway, I've made a collection of passages and "dungeon parts" that can be arranged in different ways to get different results, and I want them all to cast dynamic shadows, 100% dynamic shadows. The objects are all static meshes in ASE format, exported from 3DS Max 2011.
When I bring them into my level, I set the objects to "cast dynamic shadows", and tick the "dynamic" channel, then I add some dynamic lights to the level, and attach a "moveable pointlight" to the player, and set it as dynamic, so why is it that there are no shadows when I test the game? I've built the light several times, but if I'm using dynamic light, I shouldn't HAVE to build any static light, because the light is "built" per say, as the level is running.
Is there some hidden feature I'm missing that actually turns on dynamic light? What would I have to do if I wanted the same level of dynamic shadows as STALKER for example?
Thanks
Well anyway, I've made a collection of passages and "dungeon parts" that can be arranged in different ways to get different results, and I want them all to cast dynamic shadows, 100% dynamic shadows. The objects are all static meshes in ASE format, exported from 3DS Max 2011.
When I bring them into my level, I set the objects to "cast dynamic shadows", and tick the "dynamic" channel, then I add some dynamic lights to the level, and attach a "moveable pointlight" to the player, and set it as dynamic, so why is it that there are no shadows when I test the game? I've built the light several times, but if I'm using dynamic light, I shouldn't HAVE to build any static light, because the light is "built" per say, as the level is running.
Is there some hidden feature I'm missing that actually turns on dynamic light? What would I have to do if I wanted the same level of dynamic shadows as STALKER for example?
Thanks
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