Game Development Community

Lights not affecting character, depending on...

by Krane · in Artist Corner · 03/01/2007 (9:22 am) · 10 replies

Here's the situation: I have a simple room.dif w/ a portal on the door entrance and 1 light_omni far on the back (it's a big room), so it's all dark inside except from the very end where the light is.

I have 2 models exported using different methods:
1) Using the MultiRes modifier and a multires mesh, etc...
2) Using 1 single detail node (Detail2) and naming my mesh "bodymesh2".

When I enter the room w/ model 1, it gets dark (cool) but the light entities inside the room does not affect him (bad).

When I enter the room w/ model 2, it doesn't get dark at all, in fact I noticed that his lightning is the same no matter where I go.

I have TGE 1.4, is this the problem?

Thanks.

#1
03/02/2007 (8:39 am)
I had something like your darkened model 1 that was solved simply by unchecking 2-Sided for my texture in 3dsMax's material Editor before exporting to dts.
#2
03/02/2007 (12:03 pm)
Thanks Lance, but 2-sided is unchecked already...
#3
03/02/2007 (2:30 pm)
..isn't there self-shadowing functions to included in the script, there is another fellow having trouble getting self shadowing to work, but i think it might of had to do with size of the models, can you post and screen, even if their dark they might help us figure out your problem:)
#4
03/05/2007 (12:34 pm)
Here it is:

1) Model 1

2) Model 2

Model 1 is not being affected by my light entity.

Model 2 is not being affected by any light, she's always "lit up".
#5
03/06/2007 (7:08 pm)
It could very well be a problem with the models, but try using mission lights rather than a baked in dts light, if you can. It may prove to alleviate the problem.
#6
03/08/2007 (5:56 pm)
Hm...Mission lights...How can I use them? F11? Are they better for fps?

Thanks
#7
03/08/2007 (8:04 pm)
Check out the TDN. Specifically the article 'Creating Lights.'

You will not notice any significant framerate loss using static mission lights, the difference will only be minimal.
#8
03/09/2007 (4:42 pm)
Oh-oh....Mission lights are not available for TGE 1.4

Is that the end?
#9
03/10/2007 (6:07 am)
Sounds like something that might be part of the TLK (Torque Lighting Kit), available for purchase for $50 (I think).
#10
03/10/2007 (10:29 am)
The light entities created in your .dif program create baked in lightmaps. They are NOT dynamic lights. You need to use the TLK (Lighting Kit) to have lights affect your dts objects.

Cheers,
Fredrik S