Game Development Community

Lighting question (fxlighting) and zoning

by Jason · in Torque Game Engine · 07/17/2006 (1:08 am) · 3 replies

Hi all,
I've been looking around but can't find what I'm looking for (will be buying TLK later) but for now can someone show me in simple steps creation of a light object.

By that I mean a torch or lantern light source in mission editor, is it possible ? remember i'm pretty new.


And i'm also looking for a simple or near simple way to impliment a zone like touch this doorway or object etc and zone into a new area.

I'm asking more as a person who just wants to take his car for a first ride, not to get out the mechanics manual.

#1
07/18/2006 (12:22 pm)
Anyone ? these seem pretty fundamental abilities.
#2
07/18/2006 (1:13 pm)
Jason. You have to define the lights in a script file and then include that script file in the game. Take a look at the way the chimney fire is done in starter.fps. Only in that case you will have to use an fxlight datablock. I don't have it handy but you can do a search in the forums and find it.

After you do that, start the game and then into the world editor with F11. Then add an fxlight from the mission objects and specify the kind of light you want to add.

I don't have the stuff handy with me so I'm just drawing from memory. Hope that helps.

Thx!
- BigPapa
#3
07/18/2006 (1:17 pm)
I'm not sure about fxLighting, but TLK is your best bet for doing lights in the mission. Then you have access to some very nice lights and editor window. Otherwise, you'll have to do all lights within your CSG editor (fxLight excepted, which if I recall can be done in the world editor ).

Sorry I don't have anything more specific.