Elias555 Posted February 3, 2017 Author Share Posted February 3, 2017 You would need the x,y,z of the light source position, its angle, the height of nearby objects that block light, thus casting shadow, and the players position, the slope of the ground beneath the player would also be useful. If you can get this information, then you could simply use your explosion method, run a ref walking script, fill an array with nearby objects, and a parallel multidimensional array with x,y,z, height, of these objects sorted by distance from explosion, fill a multidimensional array/or JSON container with x,y,z, angle, of light sources. Get x,y,z of explosion. Get slope of ground if possible. The rest is relatively simple geometry. Here is a link using 3d coordinates and objects. during the daytime you can pretty much ignore any light sources except the sun, which would make this much easier to use during the day-I think. during the night time shadows are pretty much everywhere. Thanks for the help but it's a little too much for me. Maybe someone more advanced sees it and decides to implement what I was going for using your method. Link to comment Share on other sites More sharing options...
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