Torque Lighting Bug
by Jaimi McEntire · in Torque Game Engine · 05/17/2007 (5:45 pm) · 12 replies
I've created a small map in constructor 1.01, and exported it to dif using the builtin export. The sun in Constructor is the same as the sun in the mission, so it should generate the same set of shadows.
Here is the map in constructor - with the affected brush highlighted (i'm not talking about the small smoothing error on the other brush) - please note that all brushes are "structural" brushes.

Now here is the DIF in TGE 1.5.2 - The face was not shadowed by the brush next to it:

I can email the .csx file if you are interested. In the meantime, I am assuming that the occluder was just incorrectly culled. I'm trying to track down what went wrong - if I can figure it out I will post it here.
Here is the map in constructor - with the affected brush highlighted (i'm not talking about the small smoothing error on the other brush) - please note that all brushes are "structural" brushes.

Now here is the DIF in TGE 1.5.2 - The face was not shadowed by the brush next to it:

I can email the .csx file if you are interested. In the meantime, I am assuming that the occluder was just incorrectly culled. I'm trying to track down what went wrong - if I can figure it out I will post it here.
#2
05/18/2007 (10:16 am)
Hi Eric - thanks for the input. The walls do extend all the way down, and past the top. This map worked correctly in 1.5.1 of TGE and 1.0.0 of constructor.
#3
05/18/2007 (10:36 am)
I get those too. I have walls that have weird shading like that which makes no sense. I'd like to know whats up with that as well. I'll post a pict when i get a chance...
#4
05/18/2007 (11:22 am)
Thats not a bug, Torque Dif have been like that for years now, so it must be by design!
#5
This appears to be a problem with either the building of the bsp tree or something with collision. The face is actually being lit, but the rays that are being casted are not detecting a hit with the wall.
Please note that this worked in 1.0.0 of constructor and 1.5.1 of Torque.
05/18/2007 (10:40 pm)
*Update*This appears to be a problem with either the building of the bsp tree or something with collision. The face is actually being lit, but the rays that are being casted are not detecting a hit with the wall.
Please note that this worked in 1.0.0 of constructor and 1.5.1 of Torque.
#6
What does it look like with Constructor 1.0 and TGE 1.5.2?
05/19/2007 (11:53 pm)
Hey Jaimi - saw your note in the other thread.What does it look like with Constructor 1.0 and TGE 1.5.2?
#7
It works right with Constructor 1.0 and TGE 1.5.2, so I guess the problem is definitely in constructor 1.0.1. If you need the map, let me know.
Jaimi
05/20/2007 (7:44 pm)
Hi Andy -It works right with Constructor 1.0 and TGE 1.5.2, so I guess the problem is definitely in constructor 1.0.1. If you need the map, let me know.
Jaimi
#9
Yes, the projectiles go straight through that wall, but only when it is exported from 1.0.1 of constructor.
Jaimi
05/21/2007 (9:38 am)
Hi John -Yes, the projectiles go straight through that wall, but only when it is exported from 1.0.1 of constructor.
Jaimi
#10
05/21/2007 (11:16 am)
Please email me the .csx file. Thanks!
#11
05/21/2007 (11:54 am)
File sent - Hope this helps!
Torque 3D Owner Eric Forhan
At the very least, if you haven't tried it already, you might slice the floor brush where the wall brushes touch it.