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Mounting lights/volumeLights to specific mount points

by Manoel Neto · in Torque Game Engine · 12/12/2005 (8:08 am) · 4 replies

I noticed the fxLight/volLight code never ever cares about mount nodes, putting the light at an useless zero position. Does anyone have a handy solution for getting around this? I've read somewhere fxLights were supposed to have a mountPoint property, but it's nowhere to be found.

#1
12/15/2005 (9:54 pm)
Hi Manoel,

Those fields are new in TLK 1.4 - the references to them were made by/for beta testers.

-John
#2
12/17/2005 (3:14 am)
By the way, John. Will there be a "What's new" document for TLK 1.4?

-- Markus
#3
12/17/2005 (3:59 am)
Yup, all new and snazzy Release Notes, Developer's Guide, and Modeler's Guide. :)
#4
12/17/2005 (4:23 am)
Great. Thanks for the Info, John.