Game Development Community

Few more questions

by Jacob · in · 01/10/2005 (6:22 pm) · 2 replies

Greetings to all!

Just want to make sure I understand correctly:

- (1) dynamic USLs do not allow dts objects to cast shadows?

- (2) dynamic USLs will let light pass through any wall in an interior and illumine an adjecent room, although the two rooms have no open path between?

- (3) No USL will affect the player model's shadow?

The above is what I have experienced so far. I can live with (1) and (3) but (2) seems strange. Also, regarding (3); when the player is inside an interior, he seems to be casting a shadow according to the position of the sun and not any lighting inside - any way to change that?

Here is another one with a screen shot - one static USL where the sphere is, with a radius to encompass most of the interior. The Interior is made out of an Arch shape builder in Quark. Notice the strange shadows along the bends of the ceiling - what could be causing this? Thank you for any help!

img.photobucket.com/albums/v314/gloryiam/Torque%20Screenshots/SP32-28.jpg

#1
01/10/2005 (8:50 pm)
Hi Jacob,

1 and 3 Universal Lights do not affect the player/vehicle shadows yet, but will (see this thread for details: Player Shadows in DIF Interiors).

2 dynamic Universal Lights are based on TGE's dynamic lights, the main goal of updating TGE's dynamic lighting was to prevent washed out textures. The only real advantage of dynamic over static lights is the particle system lighting effects, so generally I use the dynamic lights sparingly. The Lighting Pack's demo has a nighttime version of the TGE demo mission, check out the fire light at the base of the tree it shows how to use dynamic and static lights together to achieve optimal lighting, static shadows, and the cool fire flicker effect.

Your screen shot looks like the wall brushes aren't lined up properly for instance (hope this looks right :):

This is what you're trying to accomplish:

    ___
   /
  |

Three surfaces from three brushes.

This is what the interior probably looks like up close:

     ___
  [b]_[/b]/
  |

The extra little surface is created from the brush edges not lining up properly and is causing self-shadowing. You need to export the map with floating point values turned off or hopefully in Quark you can somehow align adjacent bushes together.

-John
#2
01/10/2005 (9:25 pm)
Thanks John!

I sure appreciate it and look forward to all that is to come in future releases of the Lighting Pack! As for Quark and the alignment, it makes sense, it's just that I didn't move any of the brushes in question - I simply created an arch via the shape builder and scaled it. I think Quark does something when you disassociate the duplicator images because I have had strange things happen to me before after doing that. Things shift mysteriously and the map doesn't export at times. I turned off floating point values and the map didn't want to export anymore...hoping that the new map2dif will be a God sent to all mappers :) Anyway, you've been very helpful and so has eveyone else here!