Game Development Community

Weird lighting on interiors

by Leslie Young · in Torque Game Engine Advanced · 10/06/2004 (12:46 pm) · 7 replies

Don't know if this is a bug or just me being stupid but I get the following effects on an interior I'm trying to create.

Here are examples of what is happening. First off, the map's ambient is set to (180 180 180). I have a tunnel with a few omni lights falloff1=10 falloff2=80. When these lights are compiled with the map I get these images. Notice how the "roof" and that wall supporting the door is way too dark and also notice how pieces of roof not close to the light shows up brighter. You can also see on the pipes on the 3rd image that there is some strange shadowing going on there.

www.sentientdreams.co.za/files/temp/Image1.jpgwww.sentientdreams.co.za/files/temp/Image2.jpgwww.sentientdreams.co.za/files/temp/Image3.jpg
And here is how it looks when I don't include the Omni lights in the build.

www.sentientdreams.co.za/files/temp/Image4.jpgwww.sentientdreams.co.za/files/temp/Image5.jpgwww.sentientdreams.co.za/files/temp/Image6.jpg
I'm using QuArk 6.4 alpha and testing on a latest build of TSE on Radeon 9700 Pro.

#1
10/13/2004 (1:16 pm)
Its a week later, any clues any1? Luckly we won't depend on the lighting for the current project, so I gues this might be something that will be sorted out as TSE progress. Geesh, just hope it wasn't my fault, and if so, that I will build a proper map next time.
#2
10/13/2004 (2:20 pm)
Are you sure this ain't a problem with the textures or the lightmaps?
#3
10/13/2004 (8:43 pm)
Well, ye., thought it is the lightmaps, cause those textures against the roof are all the same, but only those near the omni light sources becomes way dark. When I build the map for TGE use it looks fine with the lights in.

I think I should actually have another look at my normal maps, maybe that can have some kind of infuence when used with lightmaps if the normalmap is too "dark" ? But shouldn't it then at least spread the dark lightmap more evenly over the roof as I use the same normalmap (or material for that matter) for the whole roof.
#4
10/19/2004 (2:22 pm)
Hi

I ran into this problem with the TSE demos actually, the problem with this is actually the lighting model is being overhauled and isn't complete yet, it's in Milestone 2 (I believe may want to check the milestone list). Once interiors and lighting are overhauled this will look proper, for now, it's rough and you have to use a lot of little tricks to make things look right and need to avoid curved surfaces.

Hope that helps

-Tim
#5
10/19/2004 (2:48 pm)
Actually, addressing the interior lighting is going to be milestones 4 & 5, I'll post more soon.
#6
10/20/2004 (11:37 am)
Ok, thanks for the info. Can't wait for TSE to be completed, its so much fun adding all these kewl efefcts to my apps.
#7
02/16/2006 (7:32 am)
Hi,

Has any progress been made on this? I assume not as I'm getting strange lighting effects on interiors, but want to know if it's a new bug or just this old one.

If I go into an interior with a red omni light for example, and the portal is set not to pass exterior light, the omni light shows blue. if I relight the scene the light turns red again. But saving and reloading the game from scratch sets it back to blue again.

If I allow the portal to pass exterior light the omni light is red, but so much exterior light shows in the lightmap that I can only see the red light in a few spots. I guess that this second problem is to do with torque rather than TSE?

I'm also getting weird artifacts on the outside of the building, sort of diagonal lines of black blobs that look a bit like shadows.

Thanks,

Dave.