What's the plan with DIF lights?
by Tom Spilman · in Torque Game Engine Advanced · 12/21/2004 (5:41 pm) · 3 replies
The current state of DIF entity lights in TSE is pretty much just omni lights. Are the other non-animated and animated lights going to be fixed to work with TSE? I was considering fixing spot and other lights as part of my CartShop map2dif work... would this benifit your map2dif progress if i submitted it in a patch?
I've also seen the start of the new light_brush class in TSE map2dif. I assume these will work side by side with the old entity lights in the new lightmap generation?
I've also seen the start of the new light_brush class in TSE map2dif. I assume these will work side by side with the old entity lights in the new lightmap generation?
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#2
Animated lights will not be supported with lightmaps for TSE. It is not an efficient use of texture memory. Dynamic lights would be much better for that sort of thing.
12/23/2004 (10:50 am)
The spotlights don't work? The basic entity lights should work. If not they need to be fixed. There is going to be some lighting changes to map2dif in 2005, right now it's not clear what will happen before the full release of TSE though.Animated lights will not be supported with lightmaps for TSE. It is not an efficient use of texture memory. Dynamic lights would be much better for that sort of thing.
#3
12/23/2004 (10:52 am)
I'm having trouble with getting the spots to work in TSE and TGE so maybe i'm doing something wrong. So omni, spot, and light_brush should work in TSE... all others should not correct?
Associate Tom Spilman
Sickhead Games