Moving cloud layers can probably be "faked" easily with the Material System, combined with the upcoming Map/Entity Scripting support. So while it's difficult to find a solution right now, without C++ coding,
there is certainly coming something up soon.
Same for the sun.
Dynamic shadows are currently implemented as stencil shadows as in Doom3. As such, they work great indoors, but cumbersome or not at all outdoors. That too is certainly a subject to change in the future.
About weeds and grass: Implementing the forrest rendering code ("CaTrees") of my former university project is on my TODO list among the top-priority items. See http://images.ca3de-community.de/main.p ... temId=1730
for a preview.
but my terrain is still as flat as a pancake Confused i tried to make a new terrain using the island.ter from the tech demo and that is also flat,although in the demo is works fine.any clue as to what is causing this?
This happens whenever there is a problem with loading the heightmap, e.g. when the file cannot be found, or the dimensions are other than ..., 257*257, 513*513, 1025*1025, ... etc.
If you see the terrain properly in CaWE, it should also work in the Engine. Maybe you want to compare the path (which is a relative
path) of your heightmap with that in the TechDemo, or just try to use the TechDemo heightmap temorarily in your map, just for testing.
Oh, I just realized you sorted it out, great!
i see in the material cmats for the bushes/crates etc,there is reference to "noShadow" how can i turn on this shadow feature to static objects and player models?
Currently not at all, sorry (as a work-around, you can texture the model with a material that has the "noShadows" property, just duplicate the original material def for that purpose).
how can i set a viewdistance,and apply fog effect in my map?
Currently not possible, sorry.
is there a way to hackjob a cloud passing over effect,ie use some type of script and code used for the butterflies/eagle?
Yes, hacking it is possible, but currently requires custom C++ code. As mentioned above, this will become easier as soon as the Scripting support is complete.
@Carsten,is there going to be a "field of view/distance" pixel 3 shader effect for the future of ca3d?
Hmm... sorry, I don't quite understand what you mean...