QUOTE(Vality7 @ May 18 2008, 01:44 PM) [snapback]12257104[/snapback]
Well I didn't have to create any sort of custom shadow geometry for those mushrooms or buildings, I simply copied and pasted them into a creature's nif (the centurion spider), and the shadows were created automatically and properly, and there was no spider shadow, which is what leads me to believe that this shadow node is a generic kind of node that could be pasted into any nif somehow and create a shadow automatically of that mesh.
Like I said, when set to 'high detail shadows', each object will use itself as a shadow, warts and all. For hi polygon ojects this will create a lot of slowdown since the entire mesh will be 'cloned' to create the shadow mesh. This is how I understand the process any how.
That aside, I have tried to create shadows before for my Mayan temple by using creatures. The main creature consisted of a tiny single plane, but its shadow was the temple shadow. The 'creature' was placed inside the temple mesh so it couldn't be seen. It worked well and was the only workaround I could think of at the time. This is okay for unique buildings, but I'd imagine it would be very time consuming for many objects.
There may be some way using external programs to activate shadows for none creature/ NPC/ player equipped meshes.