Ambient light when exported to TGE problem
by Jonathan Tooth · in Constructor · 04/19/2007 (5:28 pm) · 2 replies
Hi All
A big thanks for constructor, been playing with it and it feels a lot smoother than QuArk.
I'm having a problem when exporting my map to Torque. I keep getting ambient light in it.
I'm currently using Constructor 1.0.0 and TGE 1.5.1.
My map is one arched room with one portal.
When I was using QuarK my map exported fine using map2dif_plus although I was getting dark edges along some of my arch brushes due to lighting. So I've tried constructor and wonderfully on it's mapped preview it doesn't suffer the same problem.
To boil my problem down - and I have had many to get this far :(
When I export using the Export as DIF menu item my omni_lights get baked onto the interior lovely but I also get ambient light too which causes my room to look naff.
When I export using map2dif_plus I get the old problems I had when exporting from Quark - which I would expect as I am using the same export utility (bar recompile!)
I have tried with just a room with six brushes - no entrance and I still get ambient light in it when I export using the new speedy internal exporter. If I do it thru map2dif_plus I get no ambient light. Both methods show my red light. I even made all the brushes overlap so there was no way I could have holes, all the brushes were structural.
All my lights are omni_lights.
So, I have 2 questions:
1. Why do I get ambient light when I use the internal exporter and not map2dif_plus. And how do I stop it.
2. Why do I get dark edges along some of my brushes (it only seems to happen on brushes created using the arch tool in Quark and only on some of them). I note that the textures don't follow the brush faces and would be a right nightmare to adjust.
Any help would be appreciated.
Thanks
Jonathan
A big thanks for constructor, been playing with it and it feels a lot smoother than QuArk.
I'm having a problem when exporting my map to Torque. I keep getting ambient light in it.
I'm currently using Constructor 1.0.0 and TGE 1.5.1.
My map is one arched room with one portal.
When I was using QuarK my map exported fine using map2dif_plus although I was getting dark edges along some of my arch brushes due to lighting. So I've tried constructor and wonderfully on it's mapped preview it doesn't suffer the same problem.
To boil my problem down - and I have had many to get this far :(
When I export using the Export as DIF menu item my omni_lights get baked onto the interior lovely but I also get ambient light too which causes my room to look naff.
When I export using map2dif_plus I get the old problems I had when exporting from Quark - which I would expect as I am using the same export utility (bar recompile!)
I have tried with just a room with six brushes - no entrance and I still get ambient light in it when I export using the new speedy internal exporter. If I do it thru map2dif_plus I get no ambient light. Both methods show my red light. I even made all the brushes overlap so there was no way I could have holes, all the brushes were structural.
All my lights are omni_lights.
So, I have 2 questions:
1. Why do I get ambient light when I use the internal exporter and not map2dif_plus. And how do I stop it.
2. Why do I get dark edges along some of my brushes (it only seems to happen on brushes created using the arch tool in Quark and only on some of them). I note that the textures don't follow the brush faces and would be a right nightmare to adjust.
Any help would be appreciated.
Thanks
Jonathan
#2
So even my second room which has no portals (and I guess would have no zones) lets in ambient light - I would guess that everyone has the same problem, is that true?
Many thanks again
Jonathan
04/21/2007 (2:50 pm)
Thanks John. I knew that but hadn't made the connection, well spotted! :)So even my second room which has no portals (and I guess would have no zones) lets in ambient light - I would guess that everyone has the same problem, is that true?
Many thanks again
Jonathan
Torque Owner John Kabus (BobTheCBuilder)