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Kes

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If I have understood correctly, the region which is set determines the shadow that is thrown in an undifferentiated way.

However, I think region 1 needs to be different for the following reason.

Take, for example, a small cupboard, table or sideboard next to a window. It's going to be region 1 as that is its height.  Clearly it needs to throw a shadow - but the top surface of the object needs to be lit as the light will be falling on to it from a greater height if the window is a normal one.

Perhaps there is already a cunning way of achieving this which I haven't noticed.  If so, great.  If not, is there any way to have this effect?
 

Khas

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Regions are employed to declare the floor's height, so the system can cast shadows accordingly. But please note that shadows on this engine are a simplification of the real situation - I've tested several methods and ways of casting shadows and the implemented one is the best without sacrificing performance. In order to do more complex things (such object shadows), I would need a Z Buffer (a buffer that stores height data), but processing it on the CPU would cost too much performance.

I've been studying ways of casting object and character shadows without a Z Buffer, but I haven't figured out a good algorithm yet. I may find it, but it can take some time (for instance, it took me 10 months to make the KGL as fast as it is today).
 
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Kes

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Okay, I understand your difficulty.  All I need do, in that case, is edit some tiles so that they have a new, suitable, shadow already attached to them and simply not give them a region.  There will be a shadow, and the top will be lit.  That seems easier than you searching round for an obscure algorithm.

Thanks anyway.
 

Andar

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I'm familiar with MZ thanks to jam now. I say it's a better working and looking MV. Lots of plugins too and FOSSIL helps alot. It's not bad.
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ALPACARAPTOR SPRITE! (not animated yet, though :( )
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finished the draft of some of this dude's motions!

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waiting for the term to end so i can get more time w this :kaodes:

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