Thank you for the hint.
That clip was done using my mod âAmunets Dungeon Assetsâ.
There are basically two thing to be done.
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modify all light sources to cast dynamic shadows, either by editing the blueprints, or by changing the light sources at runtime (which is what I did) - biggest issue here is, that in a âclient/serverâ context, I believe that has to be done on the server and replicated to the clients to work.
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enable dynamic shadows on the client.
r.Shadow.CachedShadowsCastFromMovablePrimitives 1
For some reason though, this no longer works on âPointLightâ-Sources on the current game.
You can test around with it - get âAmunets Dungeon Assetsâ from the Workshop, then start the game in single player, make yourself admin, open the console and enter âke * EnableShadows 1â
Bracketed wall torches still work fine.
Wow, thank you very much. I will give it a shot.
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