Player Character Lighting
by Jaimi McEntire · in · 09/08/2004 (6:52 pm) · 2 replies
I've integrated the lighting pack into the current HEAD, but i'm seeing a problem with the lighting on the player character in 3RD person view. I'm not sure if it's something I've done wrong, or if this is the expected behavior.
Whats happening is this: the player character is not taking into account the ambient light level of the sun. I set it to black, relight the scene, and see it effect the trees and interiors (one side is light up, and the other side is completely black, nicely shaded in between). But there is very little effect (if any) on the player character.
I'd thought it should darken the side of the player as well.
If I've broken something - any hints on where to look?
If this is normal behavior - anything I can do to get it working the way I expect?
Also, will there be a new patch when 1.3 is labelled, so we can easily apply the latest lighting pack to the new version?
Thanks!
Whats happening is this: the player character is not taking into account the ambient light level of the sun. I set it to black, relight the scene, and see it effect the trees and interiors (one side is light up, and the other side is completely black, nicely shaded in between). But there is very little effect (if any) on the player character.
I'd thought it should darken the side of the player as well.
If I've broken something - any hints on where to look?
If this is normal behavior - anything I can do to get it working the way I expect?
Also, will there be a new patch when 1.3 is labelled, so we can easily apply the latest lighting pack to the new version?
Thanks!
Torque Owner John Kabus (BobTheCBuilder)
Non-static DTS objects receive lighting from the terrain or interior directly below them. Because the terrain and interior light maps contain lighting from multiple sources in multiple directions it's impossible to determine where the lighting should be coming from, so it is applied as ambient lighting.
If you want to go back to the old TGE method of using the sun direction for shading set '$pref::OpenGL::sgDynamicDTSVectorLighting' to 'true' in the engine's console (this value is saved when you quit TGE and is reloaded next time you start the engine).
Hope this helps!
-John