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Using 3D shapes in TGB

by Dennis De Marco · in Torque Game Builder · 05/19/2006 (11:33 am) · 3 replies

I have a pretty cool spaceship 3D mesh that I tried to import into TGB. I got some cool results, being able to rotate the ship left or right if you push the key in the correct direction.

I was curious, is there a way I can fix lighting for 3d shapes? The lighting seems pretty bland and not what I really expected. There are so many resources for 3d meshes than 2d sprites now adays.

Any tips?

- Dennis

#1
05/19/2006 (11:38 am)
Well, the lighting wasn't on the 3D support plate in the beginning (no clue if it has been added). I think, and I could be very wrong, because it would require a virtual 3D layout of the 2D level with appropriate light points corresponding with the 2D light points as well as dynamic ones for explosions and such. The dynamic ones would actually probably be easier to implement than a 3D aware-of-2D-lighting scheme. I don't think I'm making any sense.
#2
05/20/2006 (12:23 pm)
You could add better lighting support to the 3D shape rendering in TGB, but it'd require custom C++ work. It'd also require some art design to make it look good... you'd probably want the light(s) on the 3D shapes to match up with where it looks like the lights are coming from in the 2D scene. (Which I think is what David was saying too. :)
#3
05/21/2006 (10:02 am)
Yes. That's just what I meant. I just wasn't articulate about it. :)