Ross Kabus's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Shadows -> I need a simple answer | Check out the TDN article on [url=http://tdn.garagegames.com/wiki/Torque/LightingSystem/DTS_Lighting... read more | 12/13/2007 (9:41 pm) |
| Create a Flashlight | You could create a dynamic light via script and mount it to a mount point on the player model. Howev... read more | 12/07/2007 (11:18 am) |
| Extreme lighting issue | Compare the textures from your .dif to the one that is lit appropriately. I think I remember a probl... read more | 11/30/2007 (10:39 pm) |
| Shadow on top of TSStatic | Zavada is right. Direct shadowing on DTS objects is not available. If you want shadows from players ... read more | 11/16/2007 (8:22 pm) |
| Lightning Scene | Make sure to give it enough time. I have a reasonably fast computer as well and it will take a coupl... read more | 10/25/2007 (4:06 pm) |
| Shadow problem | This is happening because, as Nicolas said, you are making that player model a TSStatic. TSStatic ob... read more | 10/20/2007 (6:34 pm) |
| Shadow problem | No, you will probably have to change the bounding box, unfortunately. It's likely that the bounding ... read more | 10/18/2007 (6:15 am) |
| SgMissionLightingFilter | For the changes to take affect, you must re-light your mission, then the lighting calculations will ... read more | 10/17/2007 (6:12 am) |
| SgMissionLightingFilter | The sgMissionLightingFilter will effectively skew the lighting information of the entire mission to ... read more | 10/11/2007 (5:54 pm) |
| Lightmap problem | It sounds like you possibly have one of two issues: A) You have a face/brush that is too large an... read more | 10/11/2007 (5:19 pm) |
| Load time: lighting phase very very long | "Inserting the object through the Torque Mission Editor? Are there some form to do this trough Const... read more | 10/09/2007 (4:59 pm) |
| How to use lighting Tools in Torque 1.5 | Here is a simple run down of adding a light in 1.5: -First add a custom light datablock --Press ... read more | 10/09/2007 (4:56 pm) |
| Shape dont receive shadows...? | DTS to DTS shadowing just doesn't exist in TGE, though I believe there is a resource that implements... read more | 10/06/2007 (5:01 pm) |
| Load time: lighting phase very very long | The 60 staticmesh objects in the difs are what's causing the slowdown, staticmeshes are probably the... read more | 10/06/2007 (4:44 pm) |
| Mission Editor Lighting Problem.... | Your interior is probably zoned and the sun will not light inside that zone (the sun only lights out... read more | 09/21/2007 (3:01 pm) |
| Deleting terrain from mission causes lighting issues. | Whats going on with the lighting that you think is an issue? I don't think that removing the terrain... read more | 09/02/2007 (10:56 am) |
| Shadow Problem | I've never used Milkshape but perhaps someone around here with more experience can chime in with any... read more | 08/24/2007 (9:35 am) |
| Vehicle Shadows: Collision mesh only? | As far as I know, a vehicle's shadow is the same as a player's, it should use its mesh for the calcu... read more | 08/23/2007 (8:52 pm) |
| Light passing through walls | Use zones inside the interior to restrict lighting to the specific zone. The sun will, automatically... read more | 08/08/2007 (8:28 pm) |
| Determinance lighting problem | Ya, unfortunately I am. :P Thanks for the info, I'll keep that in mind for future reference.... read more | 08/07/2007 (5:25 pm) |
| Determinance lighting problem | I remember seeing a problem similiar to this awhile back. I believe it occured with alot of difs in ... read more | 08/07/2007 (1:10 am) |
| UseGLLighting in interiors | As far as I know useGLLighting will only make the interior full bright. There might be a way to chan... read more | 07/26/2007 (7:52 pm) |
| Light Editor + starter.racing (TGE 1.5.2)) | The light datablocks won't work correctly by default. To get [i]only[/i] the light datablocks to sho... read more | 07/26/2007 (6:39 am) |
| Orginal 1.4 TLK code seperate? | Hmm, I was under the impression that they granted you access to the old TLK product download as well... read more | 07/24/2007 (5:53 pm) |
| Orginal 1.4 TLK code seperate? | Take a look at this thread: [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=52854[/u... read more | 07/23/2007 (12:44 am) |
| Light - omni type? | You can define lights in interior creators, Map2Dif will then calculate lighting and bake the lighti... read more | 07/09/2007 (10:34 am) |
| Tree Shadow Issue | Well if you want no shadow, you could remove the collision mesh, though then the player and other ob... read more | 07/06/2007 (10:09 pm) |
| Tree Shadow Issue | Thats correct. What effect is it that you are looking for, exactly?... read more | 07/04/2007 (12:19 am) |
| Tree Shadow Issue | Unfortunately, this is going to happen, as the terrain is large and so is its lightmap, diminishing ... read more | 06/29/2007 (2:21 pm) |
| TSShapes not casting shadows | I strongly recommend that you upgrade to 1.5.2. It fixes many bugs and one of those bugs could be th... read more | 06/27/2007 (2:00 pm) |
| How do i make my gun cast light | If the model does have a mount node, you create a dynamic light via script, then call attachToObject... read more | 06/27/2007 (1:25 pm) |
| WeaponFireLight in 1.5.1 | I can't seem to replicate the issue. Would you be adverse to sending over your script so I may test ... read more | 06/25/2007 (12:48 am) |
| WeaponFireLight in 1.5.1 | Make sure that stateFire[] is set to true for the particular state index of your Fire state, it seem... read more | 06/21/2007 (6:58 pm) |
| Lighting | Set receiveSunLight to false or just uncheck it in the mission editor inspector. Should be what you ... read more | 06/21/2007 (6:15 pm) |
| Lighting an Exterior? | As Eric said, upgrading to 1.5.2 is practically a necessity for any Torque developer. It fixes plent... read more | 06/15/2007 (1:05 pm) |
| Lighting an Exterior? | Are you possibly still using 1.5.1?... read more | 06/15/2007 (11:39 am) |
| DTS lighting... | If you are having problems with your lighting in 1.5.1, upgrade to 1.5.2 and see if the problem stil... read more | 06/13/2007 (4:03 pm) |
| Lighting an Exterior? | It sounds like everything is being lit only ambiently. Make sure your sun has a valid direction, if ... read more | 06/13/2007 (3:58 pm) |
| Indoor lighting issues. | Kick up the ambient of the sun a tad. If that doesn't work, then the interior might need its own lig... read more | 06/09/2007 (11:30 am) |
| Player lighting different then AI Player lighting | Does this happen everywhere in the mission or could it be that they are just near a light that could... read more | 06/03/2007 (2:20 pm) |
| Lighting a large area | If you want the light to effect a larger area, just increase its radius.... read more | 05/29/2007 (4:06 pm) |
| TGE crash when mission is lighting. | Are you sure the game crashed? With that many objects, I can imagine the lighting taking a fair amou... read more | 05/29/2007 (4:03 pm) |
| Changing Sun Color and Ambient | Static lighting is not meant to change mid-mission. It is a set-it and forget-it type of deal. If yo... read more | 05/29/2007 (3:58 pm) |
| Changing Sun Color and Ambient | Lighting takes time to calculate and you have to relight the scene in order for the lightmaps to be ... read more | 05/28/2007 (3:27 pm) |
| FXShapeReplicator terrain shadows | After this amount of time, I'm sure you've figured a way to do this on your own. If not, here are my... read more | 05/24/2007 (9:26 pm) |
| DTS Shadows | I'm saying that the block will cast a shadow onto the terrain and interiors, just as it always has. ... read more | 05/24/2007 (12:11 pm) |
| Lighting issues | Setting receiveLMLighting false will prevent objects from picking up lighting from the lightmap they... read more | 05/23/2007 (5:11 pm) |
| Lights / Lighting Issues | A normalized vector is a vector whose length is one unit. If you want the light to point straight d... read more | 05/23/2007 (4:56 pm) |
| DTS Shadows | [quote]So a player will cast a real shadow on a dts object such as a road?[/quote] No. This means t... read more | 05/23/2007 (4:48 pm) |
| TGE 1.5.1 - Cached Lightmap issues | Try consolidating your difs into a few large ones, as you said, and see if the issue reoccurs. Also,... read more | 05/19/2007 (10:58 pm) |