"The level mesh is being scaled down a lot, since 3D World Studio exports huge levels(I used scaleentity)"
Try scalemesh. I think I evetually made it so both work, but I forget. I may not have.
"There is a pivot at the animated mesh's feet, and then the mesh is being parented to the pivot."
Did you tell the system to cast the shadow from the pivot, or from the character? If it was the pivot, use the character instead.
You know what else it could be... It could be that you have no normals for the level mesh. I'm pretty sure there was no way for me to calculate the vertex normals at runtime, so you have to make sure those are calculated. There's a command to do that in Blitz... CalculateNormals() or something I think. I also put one in the code archives a while back that works better. It needs the normals so that it knows which direction to move each shadow vertex away from the surface so that the shadow gets drawin in front of the surface. If they're 0, it's possible that the calculation is just going NAN, cause I may have tried to normalize them because some 3D programs export them the wrong length.
Try scalemesh. I think I evetually made it so both work, but I forget. I may not have.
"There is a pivot at the animated mesh's feet, and then the mesh is being parented to the pivot."
Did you tell the system to cast the shadow from the pivot, or from the character? If it was the pivot, use the character instead.
You know what else it could be... It could be that you have no normals for the level mesh. I'm pretty sure there was no way for me to calculate the vertex normals at runtime, so you have to make sure those are calculated. There's a command to do that in Blitz... CalculateNormals() or something I think. I also put one in the code archives a while back that works better. It needs the normals so that it knows which direction to move each shadow vertex away from the surface so that the shadow gets drawin in front of the surface. If they're 0, it's possible that the calculation is just going NAN, cause I may have tried to normalize them because some 3D programs export them the wrong length.