The online racing simulator
CMX Viewer style shadows in the game?
Obviously they are more CPU-hungry, but I would think a lot of users would be able to use them.

I don't know if the CMX viewer uses roughly the same engine as LFS itself but if it does it probably wouldn't be too difficult or time-consuming to implement the more detailed shadows in-game? Naturally just as a option.
I would like to see a combination of shadows now ingame and in the cmx viewer, so that the ingame shadow would be under the car (darker) and the cmx viewer shadow would move around the car.
Is that all the opinions we're gonna get?
Uhhhhhhh...


no!


The best shadows to have in any game are the textureless DirectX 'Projector' shadows!

But LFS doesn't implement it (yet...)!
Quote from CodieMorgan :Uhhhhhhh...


no!


The best shadows to have in any game are the textureless DirectX 'Projector' shadows!

But LFS doesn't implement it (yet...)!

Isn't that what the CMX viewer uses?
#6 - Gunn
I'm fairly sure that the Viewer uses a different environment to the game. The viewer environment, I think, is more like the dev's 3D modeller (not that I've seen that either). So I'm not sure if the exact same shadows are even possible, though something similar (or at least an improvement on the current in-game shadows) would be possible.
Quote from Batterypark :Isn't that what the CMX viewer uses?

Projector shadow could cast shadows on everything....... spokes/ dash/ etc/ somewhat scanline! (EG: F.E.A.R and Nexus:the jupiter incident are two excellent examples. Or the excessive Homeworld2 Geometrty detail combined with DX9 Projectors.... ouch)

At the same time it isn't (very) GPU hungry, and it would make dynamic lighting FAR cooler!

I believe the model viewer is just using vectors for those shadows.... i thiiiink!

FGED GREDG RDFGDR GSFDG