DTS lighting (TGE)
by Brian Michael Barnson · in Artist Corner · 06/02/2010 (4:06 pm) · 5 replies
Okay, I am creating art for an original TGE project. Don't laugh, please, this project was actually started well before TGEA and T3d existed, and it is way, way too late to change now, we are at the 'assemble everything before alpha' stage. The game uses TGE and the 'light pack'.
There is, however, a HUGE problem with DTS lighting. I know that there is some kind of bug with it, but I keep getting strange artifacts and badly lit triangles when a scene has a large number of DTS objects.
This is, i am certain, a known issue. does anyone know a way to work around this?
I put together a demo screen to show the exact effect of this bug. We cannot change engines until the next release, at a minimum, and I was hoping that there was at least some kind of information about the bug.

Please, I know the forum doesn't get nearly as much use as it has, but this problem has been plaguing us for well over a year. I am an artist, not a coder... I don't play with the code, I use constructor and blender. There are certain well-known issues with difs, mainly things like curve shading not propagating across seperate brushes (meaning concave curves are impossible) which has necessitated quite a bit of dts object construction (Caves are, literally, impossible to make anything close to 'natural' with dif construction)
There is, however, a HUGE problem with DTS lighting. I know that there is some kind of bug with it, but I keep getting strange artifacts and badly lit triangles when a scene has a large number of DTS objects.
This is, i am certain, a known issue. does anyone know a way to work around this?
I put together a demo screen to show the exact effect of this bug. We cannot change engines until the next release, at a minimum, and I was hoping that there was at least some kind of information about the bug.

Please, I know the forum doesn't get nearly as much use as it has, but this problem has been plaguing us for well over a year. I am an artist, not a coder... I don't play with the code, I use constructor and blender. There are certain well-known issues with difs, mainly things like curve shading not propagating across seperate brushes (meaning concave curves are impossible) which has necessitated quite a bit of dts object construction (Caves are, literally, impossible to make anything close to 'natural' with dif construction)
#2
Perhaps TGE does just have issues but I'll give a shot on helping you out.
06/09/2010 (3:42 am)
can you give us some specifics about the light settings that you're using and the light entity ? Perhaps TGE does just have issues but I'll give a shot on helping you out.
#3
06/09/2010 (7:09 pm)
I am using default torque lighting and torque light packs (1.4+ I believe) settings for the example. I have tried a number of different quality settings and lightmap sizes, everything from 2x2 to 2048x2048
#4
06/10/2010 (6:23 am)
hmm.. you seem to be eluding to the fact that any orc model placed in that location has the same issue. Otherwise I am not sure why you would mention lightmaps. Is that correct to assume ?
#5
This problem occurs with lights with smaller outer falloff, as well as varying degrees of inner falloff.
The one thing that it seems to have in common consistently is that the projects were created with (placed in) constructor. Is it a constructor issue? Unfortunately loading all models in world builder is not an option for me (I just produce artwork and levels, I don't work on the actual game engine)
06/14/2010 (4:30 pm)
actually, when I replace the models, a different one shows up with funky lighting. The room is very simply a 50x50 box, and the light is from a single source with 50 fallof_outerThis problem occurs with lights with smaller outer falloff, as well as varying degrees of inner falloff.
The one thing that it seems to have in common consistently is that the projects were created with (placed in) constructor. Is it a constructor issue? Unfortunately loading all models in world builder is not an option for me (I just produce artwork and levels, I don't work on the actual game engine)
Brian Michael Barnson