All foilage (bushes, crops, grasses) and trees will now correctly cast shadows! These I3Ds have alphaBlending = "true" removed from non-LOD tags and castShadows = "true" in non-LOD tags. Backup the originals in data \ foliage and data \ maps. Enjoy!
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6 years ago
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"Foilage" is misspelled; should be "foliage". The description should read:
All foilage (bushes, crops, grasses) and trees will now correctly cast shadows! These I3Ds have alphaBlending = "true" removed from non-LOD <material> tags and castShadows="true" in non-LOD <shape> tags. Backup the original I3D files in data\foliage and data\maps\trees. Enjoy!
Mirror (since I can't edit this mod): https://www.nexusmods.com/farmingsimulator19/mods/27
Note: if you want all lights to cast shadows, each I3D (vehicle, map, etc) <light> tag with type="spot" must have castShadowMap="true" in it. See http://www.modhub.us/farming-simulator-2019-mods/fendt-favorit-500-tractor-shadow-lights-1/ for a vehicle I modded that has this. For a map I3D it is a lot more work to make all its spot lights (mostly streetlights) cast shadow maps but it's so much more realistic-looking!
Unfortunately, some flickering will occur at certain camera angles when the scene includes other shadow-casting lights but that's a Giants Engine limitation. Until a script mod is made, that automatically makes vehicle/map spot lights cast shadow maps, it must be done manually, unfortunately.
Also, for an object (I3D file) to cast shadows, its <shape> tag(s) must have castShadows="true" in it and any <material> tags referenced by the must not have alphaBlending="true" in it.
Note: as of FS19 version 1.2.0.1 (and perhaps earlier but after 1.1.0.0), all trees and non-grass foliage seem to cast shadows by default so only the grass*.i3d and decoFoliage.i3d files need overwritten/replaced.
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