Game Development Community

Scaling Causes Bad Lighting

by Paul /*Wedge*/ DElia · in Artist Corner · 03/23/2004 (11:20 pm) · 9 replies

When I rescale a .dif object in the mission editor, the interior lighting no long shows up properly. This is a couple objects at regular scale:

img40.photobucket.com/albums/v124/Wedge/difproperlight.jpg
And this is the same objects at 50% scale

img40.photobucket.com/albums/v124/Wedge/difproperbadlight.jpg
It's a pretty noticable difference. However the scale of the buildings to be more relative to the players needs to be around 50% of the export size.

I'm guessing there isn't any way to fix this in Torque, especially when I'm just doing modding. But I haven't been using QuArK very long, is there a good way to rescale your map in QuArK? I tried just selecting everything and rescaling with the mouse, but that misaligned and scaled everything.

#1
03/24/2004 (1:38 am)
As for the scaling thingy, I guess you would have to set up your units correctly in Quark. Take a look here. And maybe here.
#2
03/24/2004 (11:13 am)
Oh ok you can set the scale ratio in the world_spawn, thanks thats a ton of help =).
#3
03/27/2004 (5:34 pm)
Curious that scaled objects wouldn't get lit.
#4
03/27/2004 (6:28 pm)
Paul,

I posted a fix for that a few months ago, looks like it never made it into head.

The fix is here (if you're an sdk owner).

John.

Edit: or are you using an older version of torque?
#5
03/27/2004 (9:40 pm)
I am an SDK owner. ;)

I will look into applying the patch.
#6
03/27/2004 (9:43 pm)
The patch is already in there.
#7
03/27/2004 (9:48 pm)
Ben, sounds like he's using an old build, but thanks for checking on the patch.

Paul, what version of Torque are you using?
#8
03/31/2004 (12:18 pm)
It's the "latest" Realm Wars build... so get to releasing a new one already =).
#9
04/01/2004 (11:04 am)
Realm Wars is not really kept up to date with HEAD. It has its own codebase as a community project, and is not updated as often as Torque. I would recommend starting your project from HEAD or 1.2