Game Development Community

Lighting Pak questions

by Howard Dortch · in Torque Game Engine · 07/10/2004 (4:44 pm) · 5 replies

I'm trying to get a simple volume spot workin and noticed when I change the lpDistance and shootDistance values wierd things happen like I can stand right under the light but I get no light, if I stand off to the side I get light.

So. what are the values in the lpDistance, and ShootDistance and how do they interact?

ShootDistance = how far away from the source will affect a target?
lpDistance = penUmbra for a spot?

#1
07/10/2004 (8:28 pm)
Howard,

Does the beam move or the whole light object?

-John
#2
07/11/2004 (4:12 am)
The beam seems to twist up and skew off a bit. I also noticed that the ends are not smoothe more like dots where there should be a smoothe alpha to 0.

Am I correct in the assumption for lpDistance and ShootDistance?
I looked for those terms in the docs and didn't see them.
#3
07/11/2004 (9:32 am)
Those are both members of the volLight resource, not the Lighting Pack.

Here's some info from volLight.h:

F32  mlpDistance;		// Distance to hypothetical lightsource point -- affects fov angle
	F32  mShootDistance;	// Distance of shooting -- Length of beams

mlpDistance - doesn't seem to work very well, I usually keep it >=10.
mShootDistance works well.
#4
07/11/2004 (10:07 am)
Thanks.
I was wanting to do a light that was spread a bit. Like a one inch spot that spread at some angle like 20 deg. and have it travel short distance. All I seem to be able to do is make one that focus to a point at dist not spread, is this the spot light the one I want to use here?
#5
07/11/2004 (11:29 am)
Sure - you can use a standard UnivrsalStaticLight and set the follow members in the data block:

SpotLight = true;
SpotAngle = 20.0;
StaticLight = true;


You can check out the 'SG Universal Static Light' section of the Modelers Guide for more detailed info. Oh and while you're positioning the spot it helps to use the Mission Editor's rotation tool (hold down Alt while dragging an axis of the object).