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Shadow cast from land to object

Dimus

SOH-CM-2025
Question asked to our prominent P3D developers, or anyone that may have an idea.

While testing different times and seasons to check some bump maps on textures in Locher, I realized that the shadow cast from the mountain is not applied at all to the 3d model that represents the hangar and the rocks around it. However, it is nicely cast on the factory 3d object just next to it. The same also applies to the general lighting of the ground compared to the object, as in low light you can clearly see where the object stops and the ground starts, while the difference is more subtle at midday, with more direct light on the surface.

sgshncG.jpg


At first, I realized that the factory texture has a bump map assigned while the grass has not. So I assigned a quick bump map to it just to check but that did not work. I checked all texture settings in MCX and they are identical. The only other difference between them is that the factory is made by Cees in FSDS, while the rock object is made by me in Sketchup. However, both were recompiled in MCX. To keep compatibility, I still use the FSX SDK in MCX to compile models.

Any thoughts or ideas would be appreciated.
 
After some fiddling I found that if in the lighting settings in v4 I also set simulation objects to receive shadows, I get shadow cast on my rock/hangar object too:

dsBxnnc.jpg


So that leaves me with the question why v4 thinks my bgl is a sim object and not a building. Both objects were compiled with MCX and the FSX SDK. Also the weird different lighting on the object and the ground still remains. This does not happen at all in v3:

L6LA5jF.jpg
 
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