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Messages - Demonocrat

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1
Support / Re: Casting Shadows
« on: October 02, 2013, 04:42:54 pm »
Gotcha, ok guess I'll go this way then.

Thanks for all the help!  :D

2
Support / Re: Casting Shadows
« on: October 02, 2013, 01:33:30 pm »
Yeah, i guess it should =)

I'm just not sure yet how to technically auto attach all fake shadows to objects, so i wanted to avoid that ))

3
Support / Re: Casting Shadows
« on: October 02, 2013, 01:22:07 pm »
Well, i want shadows to be shown for all objects on the screen ))
I use single directional light for this purpose, but for some reason camera shows only shadows for the objects in the middle. If you move camera around you could see that shadow disappears from one objects and appear on others.

As i understand this shouldn't happen on orthographic camera, or am i wrong?

4
Support / Re: Casting Shadows
« on: October 01, 2013, 10:28:52 pm »
Argh!
Celebrated too soon =(

Now I have a new problem - camera shows only shadows in the middle but completely ignores shadows of the objects on the sides.

Check it out:
First there is no shadows for bar chairs - http://take.ms/OkBVPj
And now there is no shadow for a chair that previously had it, but now on the edge of the camera - http://take.ms/YgB9uZ

5
Support / Re: Casting Shadows
« on: October 01, 2013, 06:17:56 pm »
Thanks that helped! :)

6
Support / Re: Casting Shadows
« on: September 29, 2013, 04:58:01 pm »
I toogled unity camera as you said, but i can't seem to be able to change it from orthographic to perspective (if that's what you were offering to do). No matter what i change at setting of unity camera it jumps back to be equal to settings of tk 2d Camera (Script).

Or maybe i understood you wrong? Is there a temperory fix for this situation at all?

7
Support / Re: Casting Shadows
« on: September 28, 2013, 11:17:16 am »
It's 4.2.1f4

8
Support / Re: Casting Shadows
« on: September 28, 2013, 09:38:09 am »
I managed to cast shadows in scene view (was suposed to be using directional light), but now i have another problem.
I can see shadows in scene view: http://take.ms/SSO6RZ
But they still don't show up in game view: http://take.ms/v0LGbc

I tried to move and rotate light around, but had no luck (only managed to get really long messed up shadow at extreme angles and really high intensity)

Looks like tk2d camera wouln't render them unless i switch it to perspective

9
Support / Re: Casting Shadows
« on: September 27, 2013, 07:26:55 pm »
Hmm... I've found cutout/Diffuse shader only under "Transparrent" in shader lisrt and it give me no shadow  :(

Check out this screenshot, is this the right one?
http://take.ms/HCVmYZ

10
Support / Casting Shadows
« on: September 24, 2013, 11:06:43 am »
Hi!
Currently i'm trying to make my sprites cast shadows from directional light, but i can't seem to find the right settings for it to happen. I searched forums, but never found any specific answer.
My first goal is to make at least some kind of shadows, and after that i need to make it count alpha channel so i get correctly shaped ones.

Can anyone give me some advices or directions where to look for an answer?

11
Support / Re: No light on Tiled Sprite
« on: September 21, 2013, 01:02:11 pm »
It worked!
Thanks alot!

12
Support / No light on Tiled Sprite
« on: September 21, 2013, 10:27:06 am »
Hello!
I have issue with litting my tiled sprite in the scene.
I have "letblindVertexColor" set and "normals only" enabled on atlas with my background sprites.

When i create single sprite from this atlas it lits fine from light sources, but when i try to create tiled sprite from the same atlas it stays dark and ignores all light sources in the scene.

What might be the issue?

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