Plagman, on Sep 11 2009, 10:51 AM, said:
I don't know how much you've already figured out, but look for tsprites with the same tilenum, translucency, 8 limes less yrepeat (but never less than 4) and pal 4. I guess we could flag them with a special cstat for easier identification like we do when models are enabled. Judging by your screenshot the hard-coded yrepeat limit might just be the issue as the tile is very big. I'm interested in the results you'll get.
What I've done for the trees is make the shadows half-submerged (adding 128 to the shadow cstat). This looks a lot better and it is good enough for now.
I'm having another problem, though. There is a ghost enemy that should not cast a shadow, but I can't prevent it. I tried removing the spriteflag for casting shadows from them and it has no effect. I've also tried making the shadow tsprites invisible and making them 0 xrepeat, 0 yrepeat, but again it has no effect.