Plan for BobTheCBuilder (John Kabus)
by John Kabus (BobTheCBuilder) · 05/28/2004 (7:04 pm) · 25 comments
I've wrapped up development of the Lighting Pack's 1.1 update and I'm very pleased with the results. I'm still doing some heavy testing, so the update won't be ready for a bit, but I wanted to show off the features that are coming up.
The features being introduced into version 1.1 of the Lighting Pack are:
-In game Light Datablock Editor - allows light datablocks to be edited in game, in real-time for very fast mission light modeling. Powerful architecture allows light objects to be quickly created using existing datablocks and quickly updated in groups by changing their shared datablock's parameters. Lights can easily be removed from a group by cloning the shared datablock and assigning it to the lights that make up the new group. The new group can be edited independently of the original and all lights in the new group will updated together.
-Enhanced interior dynamic lighting prevents textures from becoming washed out by dynamic lights. Affects all dynamic lights including all existing TGE dynamic lights (items, weapons, weapon fire, fxlights, ...).
-Sunlight as a directional light source for TSStatic objects - in version 1.0 TSStatic objects would indirectly receive sunlight from the surrounding terrain or interior as an ambient component, now TSStatic objects can directly receive sunlight (the original mode is still available).
-Adaptive self-illumination for TSStatic objects - when enabled on an object the Lighting Pack will adapt the object's self-illumination intensity to better suit the surrounding environment, this is very helpful when self-illuminated objects are too bright.
-Direct access to TSStatic objects' ambient component - allows a TSStatic object's lighting to be hand tuned. Also allows for cool self-illumination effects.
-Multiple lights and light groups assigned to TSStatic objects - makes organizing light objects simpler by allowing more than one light or light group (a SimGroup containing lights) to be assigned to a TSStatic object.
-High precision light weighting prevents light flickering when a large number of lights surround an object by using higher precision distance calculations and a weighting system to prioritize lights.
-Dynamic DTS objects can receive directional or ambient lighting - allows toggling between dynamic DTS directional lighting (similar to stock TGE DTS lighting) or ambient lighting (used in Lighting Pack 1.0). Directional lighting is generally better for brighter outdoor scenes like the TGE 1.2 demo and ambient lighting is better for darker scenes that do not use sunlight (nighttime).
Here's a series of shots and videos from the new Lighting Pack's demos showing some of the new features in action.
The following mainly show off the enhanced interior dynamic lighting in conjunction with the existing particle system lights:


www.synapsegaming.com/content/linkedimages/LightingPack_1.1_Tower1.jpg
An updated version of Mr. Orc getting warm by the fire, this time in 100% dynamic lighting (356K).
The following shows a triggered particle system and its linked particle system light illuminating a room as the player enters:
Triggered fire (2.8M).
The following is a very slow motion video of dynamic projectile lighting illuminating a hallway:
Slow motion projectile lighting (1.4M).
The following shows the Light Datablock Editor:

Light Datablock Editor (3.8M).
The following shows all of the new TSStatic object's light options in action on the TGE 1.2 demo:

And finally a little experiment I'm working on - the orc running around with a modified crossbow that has its image light enabled. I'm thinking of creating a Lighting Pack demo like this, however I may need to use a torch that emits light from above the player head, otherwise the vertex lighting looks too blocky, but it's still damn cool. :)

Light emitting crossbow (3.3M).
-John Kabus
Synapse Gaming
The features being introduced into version 1.1 of the Lighting Pack are:
-In game Light Datablock Editor - allows light datablocks to be edited in game, in real-time for very fast mission light modeling. Powerful architecture allows light objects to be quickly created using existing datablocks and quickly updated in groups by changing their shared datablock's parameters. Lights can easily be removed from a group by cloning the shared datablock and assigning it to the lights that make up the new group. The new group can be edited independently of the original and all lights in the new group will updated together.
-Enhanced interior dynamic lighting prevents textures from becoming washed out by dynamic lights. Affects all dynamic lights including all existing TGE dynamic lights (items, weapons, weapon fire, fxlights, ...).
-Sunlight as a directional light source for TSStatic objects - in version 1.0 TSStatic objects would indirectly receive sunlight from the surrounding terrain or interior as an ambient component, now TSStatic objects can directly receive sunlight (the original mode is still available).
-Adaptive self-illumination for TSStatic objects - when enabled on an object the Lighting Pack will adapt the object's self-illumination intensity to better suit the surrounding environment, this is very helpful when self-illuminated objects are too bright.
-Direct access to TSStatic objects' ambient component - allows a TSStatic object's lighting to be hand tuned. Also allows for cool self-illumination effects.
-Multiple lights and light groups assigned to TSStatic objects - makes organizing light objects simpler by allowing more than one light or light group (a SimGroup containing lights) to be assigned to a TSStatic object.
-High precision light weighting prevents light flickering when a large number of lights surround an object by using higher precision distance calculations and a weighting system to prioritize lights.
-Dynamic DTS objects can receive directional or ambient lighting - allows toggling between dynamic DTS directional lighting (similar to stock TGE DTS lighting) or ambient lighting (used in Lighting Pack 1.0). Directional lighting is generally better for brighter outdoor scenes like the TGE 1.2 demo and ambient lighting is better for darker scenes that do not use sunlight (nighttime).
Here's a series of shots and videos from the new Lighting Pack's demos showing some of the new features in action.
The following mainly show off the enhanced interior dynamic lighting in conjunction with the existing particle system lights:


www.synapsegaming.com/content/linkedimages/LightingPack_1.1_Tower1.jpg
An updated version of Mr. Orc getting warm by the fire, this time in 100% dynamic lighting (356K).
The following shows a triggered particle system and its linked particle system light illuminating a room as the player enters:
Triggered fire (2.8M).
The following is a very slow motion video of dynamic projectile lighting illuminating a hallway:
Slow motion projectile lighting (1.4M).
The following shows the Light Datablock Editor:

Light Datablock Editor (3.8M).
The following shows all of the new TSStatic object's light options in action on the TGE 1.2 demo:

And finally a little experiment I'm working on - the orc running around with a modified crossbow that has its image light enabled. I'm thinking of creating a Lighting Pack demo like this, however I may need to use a torch that emits light from above the player head, otherwise the vertex lighting looks too blocky, but it's still damn cool. :)

Light emitting crossbow (3.3M).
-John Kabus
Synapse Gaming
#2
05/28/2004 (7:50 pm)
Looks pretty sweet. Any idea when this might be released? Just a ballpark...like are we looking at another couple weeks or another couple months? I'm really excited about some of the improvements. Especially the light editor.
#3
05/28/2004 (8:28 pm)
Brilliant! SLP 1.0 totally changed the way my game looked under Torque -- Looks like I'm in for another revolution with 1.1. Great work! Just one small question, will the update be free for those already with 1.0, or will there a (hopefully small) upgrade charge?
#4
05/28/2004 (8:34 pm)
Clearly, everyone should buy the Lighting Pack. Right now. Your game will look better. It will help you understand graphics programming better. Don't wait; it's only $50. :)
#5
05/28/2004 (8:35 pm)
Ooops, hit Submit twice.
#6
05/28/2004 (8:36 pm)
Holy crap, amazing. All of it. Great work.
#7
05/28/2004 (8:54 pm)
Yeah, torque needed a facelift like this. just imagine what it'll look like with TSE :)
#8
the 3 first links are pointing to the same avi. is this right ?
05/28/2004 (11:47 pm)
bob, congrats.the 3 first links are pointing to the same avi. is this right ?
#9
Damn! That was the best video, too... oh well, all fixed now. Thanks, for catching that Ori.
Check it out: triggered particle system with dynamic light.
I'm hoping to have this out in a few weeks, and it's definitely a free upgrade
05/29/2004 (12:07 am)
Hi guys,Damn! That was the best video, too... oh well, all fixed now. Thanks, for catching that Ori.
Check it out: triggered particle system with dynamic light.
I'm hoping to have this out in a few weeks, and it's definitely a free upgrade
#10
I want these goodies now! Wail!
05/29/2004 (3:22 am)
John, I decided to hold off getting your excellent Lighting Pack until after TSE EA comes out, but now you've gone too far! Shame on you for tempting me so, again! :)I want these goodies now! Wail!
#11
Do these lighting enhancements tie into the Day and Night resources that have been floating around? I know that the original Day and Night stuff had some issues and later, a more object-oriented version was submitted as a resource that had other issues.
But it would be very cool to have the lighting shift as the sun (or suns) move across the sky.
05/29/2004 (6:59 am)
John,Do these lighting enhancements tie into the Day and Night resources that have been floating around? I know that the original Day and Night stuff had some issues and later, a more object-oriented version was submitted as a resource that had other issues.
But it would be very cool to have the lighting shift as the sun (or suns) move across the sky.
#12
I think Simpsons Hit and Run also bears this out where even the simplist of textures get the job done solely because of good lighting.
All of which is to say this is useful stuff!
05/29/2004 (7:07 am)
I recently crossed an article by a guy developing a game engine where he insisted that lighting was the most important aspect of a 3D engine. To demonstrate he showed 2 screenshots of a room, one with advanced lighting and shadows but only a flat beige texture, and the other with detailed textures but only flat lighting. The well lighted scene was far more eye catching.I think Simpsons Hit and Run also bears this out where even the simplist of textures get the job done solely because of good lighting.
All of which is to say this is useful stuff!
#13
05/29/2004 (9:12 am)
It got even better... impressive work, John! And I agree with Josh - everyone should buy this. I can't look at most Torque game screenshots now unless they have the lighting pack integrated - they are all just too dark or too low on contrast.
#14
I still have some problems with the lightingpack. I'm not sure wether these are bugs or something I've done wrong but I tried to copy and paste your example files without success.
Only one light at a time can be on, so to speak. I'll contact you soon when I have more details.
05/29/2004 (9:31 am)
John Kabus:I still have some problems with the lightingpack. I'm not sure wether these are bugs or something I've done wrong but I tried to copy and paste your example files without success.
Only one light at a time can be on, so to speak. I'll contact you soon when I have more details.
#15
I didn't realize you were having a problem, after doing a quick search I was unable to find any posts or emails referring to it. Send me an email explaining the problem, preferably with a few screen shots, and we'll figure out what's going on.
-John
05/29/2004 (10:27 am)
Hi Stefan,I didn't realize you were having a problem, after doing a quick search I was unable to find any posts or emails referring to it. Send me an email explaining the problem, preferably with a few screen shots, and we'll figure out what's going on.
-John
#16
I really don't want to comment too much on future development, however many new features such as day/night cycles have been considered.
Stefan,
Thanks for the cool comment on the Lighting Pack product page, I just caught that!
All,
Thanks!
I have to agree with Josh and Davis, now would be an excellent time to pickup the Lighting Pack!
-John
05/29/2004 (10:46 am)
David,I really don't want to comment too much on future development, however many new features such as day/night cycles have been considered.
Stefan,
Thanks for the cool comment on the Lighting Pack product page, I just caught that!
All,
Thanks!
I have to agree with Josh and Davis, now would be an excellent time to pickup the Lighting Pack!
-John
#17
Expect an email within 24 hours. And thanks for the good support, updates & some nice lighting :)
05/29/2004 (11:51 am)
My last post was stupid grammar and.. yeah. I didn't clearly approach you earlier with the problem. I'll take some screenshots now and write a bit down what I did to reproduce it and all that.Expect an email within 24 hours. And thanks for the good support, updates & some nice lighting :)
#18
Coz
05/29/2004 (6:57 pm)
Holy crap John. This is looking really awesome. Especially like the light emitting crossbow. Now I need to scrounge up some cash. Job promotion coming up so hopefully I can buy soon.Coz
#19
06/18/2004 (7:23 am)
Is there any chance of Garage coming to some arrangment with you and having this as default in Torque 1.3? I think it adds a lot to the system and would make torque even better.
#20
07/12/2004 (8:00 am)
is this still coming out soon? hasnt been any new information for a while it seems 
Torque 3D Owner Martin "Founder" Hoover