Thank you for the reply MistaED.
MistaED wrote:
A more modern approach using Horde 3D might be to use a light node which is parented to the model above the character/object's top, directed to the ground and assign a special material context to it, and in the shader/material project a blob texture from it or even render the model off-screen to a render target texture with a black colour shader and then use that as a texture instead of the blob, sort of like Half-Life 2's shaodws for objects (pre-episode 2).
What irks me about this is that they are still called lights and have values like ShadowMapBias attached to them when they themselves are the shadow. Is this the (albeit hacky) way to go? Would static decals (bullet holes etc.) be implemented like this as well?