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Dif lightmaps and mission lighting

by Tom Spilman · in Torque Game Engine · 12/06/2004 (11:47 pm) · 6 replies

I'm confused. What is the difference in the lightmaps calculated in map2dif and the mission lighting done at runtime? Is mission lighting rebuilding lightmaps for difs?

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.


#1
12/07/2004 (12:09 am)
Interiors are pre-lit before they are put in the engine. If you place a new model in a mission and walk into it before you Alt-L you can see its already lit inside. The lightmap is the amount of light applied to the interior surfaces. Mission lighting calculates the light on the exterior of the buildings and the landscape.
#2
12/07/2004 (12:19 am)
Ok i guess i got confused by all the threads i've read, the lighting pack, and watching the difs go unlit for a second during mission relighting.

I've got a cartshop to dif plugin which i'll add lightmap export to. Once that is in place then my "cartshop -> giles -> cartshop -> dif" pipeline will be complete... muhahaha. =)
#3
12/16/2004 (12:36 am)
Ok i'm confused again. =) Mission lighting relights the outside of buildings *and* any interior zones visible thru portals with ambient set to 1... correct? Or what does the ambient setting on portals really do?
#4
12/16/2004 (12:52 am)
You'll lose the CShop lightmaps, but I'm not sure what the ambient lighting would do.
#5
12/16/2004 (1:48 am)
The ambient light setting when using portals lets you say if light passes through the portal from outside. So the sunlight for example won't "shine" into your interiors. If you set it to 1 the light will pass through. Build an interior with a portal and set it to 1 and another to 0. You will see the difference.
#6
12/16/2004 (7:17 am)
Ok. That's what i figured. Thanks for the help guys.