Problems with day/night-cycle
by Devil`s Workshop · in Torque Game Engine · 08/15/2003 (4:46 pm) · 7 replies
Hi,
after applying the day/night ressource i'm getting some strange effects. So far as i currently see, doesn't the lighting for the player shape work on dif's ? So when you're standing on a dif the player isn't correctly lit. For example try scorched Planet with the day/night cycle, standing around everything works fine, but if i'am walking on top of the temple near the spawn point the players brightness changes from dark to relative bright. Anyone got a clue about this ?
Also another problem...the players shadow isn't really affected by the sun..anyone knows exactly where to change the sun vector ?
Thanks,
Alexander
after applying the day/night ressource i'm getting some strange effects. So far as i currently see, doesn't the lighting for the player shape work on dif's ? So when you're standing on a dif the player isn't correctly lit. For example try scorched Planet with the day/night cycle, standing around everything works fine, but if i'am walking on top of the temple near the spawn point the players brightness changes from dark to relative bright. Anyone got a clue about this ?
Also another problem...the players shadow isn't really affected by the sun..anyone knows exactly where to change the sun vector ?
Thanks,
Alexander
About the author
#2
This is big black voodoo stuff and needs to be fixed, but probably won't be until Torque is rewritten or someone really gets into the daynight resource. I have no ETA on these events.
08/17/2003 (10:40 am)
When a player is standing on an interior, they are lit based on the interior's lightmap. Day-night doesn't properly account for this, so if you're standing on something, you get the original lighting effect, not properly adjusted for the state of the cycle.This is big black voodoo stuff and needs to be fixed, but probably won't be until Torque is rewritten or someone really gets into the daynight resource. I have no ETA on these events.
#3
and thanks for the info. Wouldn't it be possible to use a trigger to force the use of the day/night lighting instead of the interior ?
08/17/2003 (11:43 am)
Hiand thanks for the info. Wouldn't it be possible to use a trigger to force the use of the day/night lighting instead of the interior ?
#4
08/18/2003 (3:09 am)
The Day/Night code modifies the way the lightmaps are rendered on interiors, but of course the lightmap itself is unchanged. I figure we'll have to find the spot in the code where the player shape is using the building's lightmap, and add the current day/night cycle as multiplication factor.
#6
08/18/2003 (7:11 am)
We ended up removing it. Didn't have time to solve the problem and do all the gameplay code we wanted to do.
#7
There are places inside interiors where you would want to ignore the outside lighting entirely. Standing on a platform or something out in the open would call for a combination. This should be relatively easy to implement, there is a portal system/etc that can be exploited.
-J
08/18/2003 (7:24 am)
Day/Night keeps the mission/interior lightmaps split for rendering. This allows the interior lighting to persist at night. There are places inside interiors where you would want to ignore the outside lighting entirely. Standing on a platform or something out in the open would call for a combination. This should be relatively easy to implement, there is a portal system/etc that can be exploited.
-J
Torque Owner Devil`s Workshop
Nobody experienced the same ?