Just going through the forums now - this was not addressed yet. If anyone has a surefire way to reproduce this issue, please let us know.
Well, i have a savegame where there two pirates ship at the piratebase and a few AI ship elsewhere who are in the case... ship show on the left tree, show at the right side of the planet when zoom out but nowhere to find in the grav wheel... and when you click them in the left tree, you are send somewhere in space ( no zoom out possible )... so, is a savegame good for you?
@Yarlen ...Will particles used for rotating sections in mods also throw shadows? PLEEASE!!
Tobi, look in the PipelineEffect directory... you will find GS_Ship.fx and GS_ShadowedShip.fx ... will need to use in our particle effect the ShadowedShip fx in place of the normal ship fx...
Wait... best to check yourself, use kdiff3... open for first file, the diplomacy GS_Ship.fx... for second file, the rebellion GS_Ship.fx ... and for the optional third file, open the rebellion GS_ShadowedShip.fx... hit the button for the 3 way comparaison :
- diplomacy GS_Ship.fx : linear filter , render with/without pixel shader
- rebellion GS_Ship.fx : linear filter + anisotropic filter , render with/without pixel shader
- rebellion GS_ShadowedShip.fx : linear filter + anisotropic filter + shadow map ( http://en.wikipedia.org/wiki/Shadow_mapping ), render with pixel shader only
Well, i am not a Stardock guy like Yarlen but if the fx remain like they are now for the final release, i am sure at 100% that shadow on rotating part will work... if player enable them in their graphic comfiguration of the game...
On the other hand, i am not sure about the Vorlonships who use the sun shader for some section and so have moving texture who emit light... or with your backed texture who emulate projector light... the effect of the area for fake projector light will be diminish in intensity if it is in a shadow area, in place of increase intensity/contrast... maybe we will need to create a particule effect for simulate a projection cone for spotlight and create hardpoint for spotlight ( will solve the problem of spotlight who cast on rotating section too )... need to know the new hardcoded limits for Rebellion too... by example, the B5 station have over 200 spotlight on it ( not all of them cast light on the hull ) and i am not sure that the game is able to have so much flair hardpoint !!! will be great to have somebody who really know how to make a fx file for sins... something like http://www.ozone3d.net/tutorials/glsl_lighting_phong_p3.php ...