Game Development Community

Exporting lights from Constructor to Torque

by Killer Miller · in Constructor · 04/12/2007 (10:09 pm) · 1 replies

I really believe the lights that are placed in Constructor should be exported with the scene and should be imported into Torque along with the DIF file. This way the lighting doesn't need to be recreated in Torque to match the lighting already setup in Constructor, killing 2 birds with one stone, as well as giving the user control over the lighting even after import. This would make for a very efficient pipeline. Does anyone agree?

#1
04/12/2007 (11:10 pm)
That would basically make them 'dynamic' lights (like from the Lighting Kit). But i was just thinking earlier today about how it would be neat if one COULD edit and place "SOME" lights just like the lights placed in the mission editor, so the player could have that cool multi shadow effect.

I even notice that the lights i have placed in my Dif's from IN the world editor DO NOT create ugly seams at the edges of the brushes like this. (a map using BSP baked in light) But its not all that hard to place the Dif, then place the lights from inside world editor.

EDIT: experimented a bit, and the above bit about brush seams is not 100% correct, in some situations the seams are still there(dim lights or colored lights on contrasting colored textures). Also the sgUniversalStaticLights are not as SHARP no matter how i export the Dif (light_geometry_scale settings), so its not a great solution, a time consuming carfull configuration of both Dif bake in light and sgUniversalStaticLights would probably do it.