How to enable bloom effect ?
by Petteri Huttunen · in Technical Issues · 01/30/2007 (5:10 am) · 6 replies
Hi !
I've been fiddlin'around with this evaluation version of TGE 1.5 for couple of weeks or so as
my own company is about to purchase this engine (TGEA) in a week or so.
I've gotten all the basic stuff pretty much covered up as we buy the engine at get the production going.
As an 3D/ Graphic Artist (currenty working for Bugbear Entertainment LTD, not for a long as I started
my own company, though) my strongest curiosity naturally lies at the graphics side :)
Now quit the babble & let's put it short: How does one enable the bloom effect ?
And question 2:
How do I enable the lightning etc. datablocks for use in the demo/test editors,
as they work in the FPS & Driving demos ?
An off question 3:
Is there any other way to get round e.g smooth (smoothing groups) angled exported objects out of the *.DIF
format, than to use *.DTS format for archways and piping etc. without compromising the self shadowing ?
PS. We just can't wait to get my teeth on the documents as we register/buy this excellent piece of software
Seems like a small coder rearing it's ugly head here .....
PS 2. Bunch of gripes ,
I REALLY hope that Constructor will released soon, as QuArk 6.4 as fine it is is getting to my nerves.
as at my former job workflow EVERYTHING was made in 3dsMax, then exported to the engine.
And as I've been mostly using in my spare time the FarCry/Sandbox editor which uses just one format
for interiors & static/dynamic meshes, this feels like a HUGE leap backwards, especially measured
against production effiency and speed.
But otherwise the TGE still has the best price & value of all the out-of-box solutions
I've evalutated for past 6 months (Ogre3D, Ihrlicht, Unigine, PowerRender 3D etc.)
Good job guys !!!!!
Thank You for Your help in advance:
Petteri Huttunen
Vasama Digital Oy
I've been fiddlin'around with this evaluation version of TGE 1.5 for couple of weeks or so as
my own company is about to purchase this engine (TGEA) in a week or so.
I've gotten all the basic stuff pretty much covered up as we buy the engine at get the production going.
As an 3D/ Graphic Artist (currenty working for Bugbear Entertainment LTD, not for a long as I started
my own company, though) my strongest curiosity naturally lies at the graphics side :)
Now quit the babble & let's put it short: How does one enable the bloom effect ?
And question 2:
How do I enable the lightning etc. datablocks for use in the demo/test editors,
as they work in the FPS & Driving demos ?
An off question 3:
Is there any other way to get round e.g smooth (smoothing groups) angled exported objects out of the *.DIF
format, than to use *.DTS format for archways and piping etc. without compromising the self shadowing ?
PS. We just can't wait to get my teeth on the documents as we register/buy this excellent piece of software
Seems like a small coder rearing it's ugly head here .....
PS 2. Bunch of gripes ,
I REALLY hope that Constructor will released soon, as QuArk 6.4 as fine it is is getting to my nerves.
as at my former job workflow EVERYTHING was made in 3dsMax, then exported to the engine.
And as I've been mostly using in my spare time the FarCry/Sandbox editor which uses just one format
for interiors & static/dynamic meshes, this feels like a HUGE leap backwards, especially measured
against production effiency and speed.
But otherwise the TGE still has the best price & value of all the out-of-box solutions
I've evalutated for past 6 months (Ogre3D, Ihrlicht, Unigine, PowerRender 3D etc.)
Good job guys !!!!!
Thank You for Your help in advance:
Petteri Huttunen
Vasama Digital Oy
#2
Nick
01/30/2007 (6:57 am)
Question 3: I've read that Constructor does support smoothing and as far as I know it's the only one compatible with Torque that supports that feature for DIFs. One more reason to wait for it...Nick
#3
What is a DRL 2,
I though that according to the TGE specifics that those effects bloom et al are already installed ?
But since we'll be using the TGE Advanced I REALLY hope that those effects are integral part of the engine,
,well at that was the least I understood reading from those specs (a.k.a former TG shader engine) ?
Stephan: I mean that if I use the starter.fps kit as a building mission, I've got all of those databases including
different lightsetups (spotlights, cottagelights, particles effects etc.), but if I try to add some of those
when I'm using the tutorial.base as a building mission there's no any databases "datablocks" for them.
So I'll guess I'd have to somehow (I'm not a codes person, not me Sir :) link those datablocks to
the tutorial.base.
I could wait until next week as we purchase the engine + documentary, but at this moment time now literally equals money (crunch time @ day job), so I'm the only one in my own company whose got to know/research the product throughout before the other of our team members get their hands on it, since I'm the only one who's got the access to it.
So any information is very crucial as I'm making pre-production planning/testing for a year and a half ahead.
And for the investors of course.
Did I make myself any clearer :)
01/30/2007 (8:10 am)
Thank you for your answers :)What is a DRL 2,
I though that according to the TGE specifics that those effects bloom et al are already installed ?
But since we'll be using the TGE Advanced I REALLY hope that those effects are integral part of the engine,
,well at that was the least I understood reading from those specs (a.k.a former TG shader engine) ?
Stephan: I mean that if I use the starter.fps kit as a building mission, I've got all of those databases including
different lightsetups (spotlights, cottagelights, particles effects etc.), but if I try to add some of those
when I'm using the tutorial.base as a building mission there's no any databases "datablocks" for them.
So I'll guess I'd have to somehow (I'm not a codes person, not me Sir :) link those datablocks to
the tutorial.base.
I could wait until next week as we purchase the engine + documentary, but at this moment time now literally equals money (crunch time @ day job), so I'm the only one in my own company whose got to know/research the product throughout before the other of our team members get their hands on it, since I'm the only one who's got the access to it.
So any information is very crucial as I'm making pre-production planning/testing for a year and a half ahead.
And for the investors of course.
Did I make myself any clearer :)
#4
01/30/2007 (8:34 am)
Bloom is not a part of TGE, but is integrated into TGEA. TGE's bloom effects were a shader solution that was added onto the lighting kit. The integration of the lighting kit into TGE 1.5 did not integrate the shader solution, however. It is trivial to add, though.
#5
The datablocks are in scripts in starter.fps/server/scripts/
That's where you need to look. :)
01/30/2007 (6:03 pm)
Quote:
but if I try to add some of those
when I'm using the tutorial.base as a building mission there's no any databases "datablocks" for them.
The datablocks are in scripts in starter.fps/server/scripts/
That's where you need to look. :)
#6
02/23/2007 (3:29 am)
In TGEA you literally just click a checkbox.
Torque Owner Stephan - viKKing - Bondier
I don't understand question 2, sorry 8-(
If you really want to use only one format, go for .dif.
You can do most of the stuff with that format. It has the best shadows.