Game Development Community

Shape Replicator trees look strange

by Jaimi McEntire · in Torque Game Engine · 04/30/2005 (6:19 pm) · 3 replies

Loaded up the new release and took it for a spin. I opened up the regular orc village mission, and added a shape replicator of a bunch of standard trees and relit.
When they appeared, they were different from the regular trees. The trunks looked OK, but the foliage on them was very bright, making them a bright-yellowish green color. The static trees look right, it's just the replicated trees that are way too bright. Is there anything that can be done?

#1
04/30/2005 (8:34 pm)
Hi Jmac,

Hand placed TSStatic, StaticShape, and ScopeAlwaysShape objects have extended lighting options that you can set in the mission editor (check out the 'Lighting' roll-out panel in the mission editor while one of these objects is selected). Procedurally generated objects can't be edited in the mission editor, so the options aren't available that's why the objects look different.

There's a solution for the overexposed leaves; one of the Lighting Pack's compile-time modules disables overexposure on self-illuminating surfaces (the leaves are self-illuminating).

If you open up the header file 'synapseGaming/contentPacks/lightingPack/sgLighting.h', comment out the line '#define SG_OVEREXPOSED_SELFILLUMINATION', and then recompile, the leaves (and all other self-illuminating surfaces) will function the same as in TGE, though you can override this behavior per-object with the extended lighting options mentioned above.

Let me know if this helps!

-John
#2
04/30/2005 (8:59 pm)
Worked great - Thanks!
#3
05/13/2005 (2:03 pm)
Hi,

I had this problem, but I got around it by changing the default lighting options for static shapes (because the shape replicator do creates a bunch of TSStatics). It just works great.