Terrains are very dark.
by Jack Dingler · in Torque Game Engine Advanced · 05/21/2007 (12:14 pm) · 14 replies
I've imported several L3DT generated atlas terrains into the fps mod for TGEA.
All of them appear very dark. I've tried a number of adjustments to lighting and no matter what I do, all my terrains appear in a place where the sun don't shine.
What steps might I try to lighten up my terrain?
All of them appear very dark. I've tried a number of adjustments to lighting and no matter what I do, all my terrains appear in a place where the sun don't shine.
What steps might I try to lighten up my terrain?
#2
05/21/2007 (5:59 pm)
I don't see anything
#3
05/21/2007 (6:01 pm)
Did you try using the terrain paint tool
#4
I tried the terrain paint tool. It doesn't seem to do anything. I can't get it to textures. After I click add, then load for an image, the image preview boxes remain empty.
I was guessing that the terrain painter isn't working yet.
05/21/2007 (6:03 pm)
You don't see an image?I tried the terrain paint tool. It doesn't seem to do anything. I can't get it to textures. After I click add, then load for an image, the image preview boxes remain empty.
I was guessing that the terrain painter isn't working yet.
#5
05/21/2007 (6:03 pm)
Http://www.briarthicket.net/screenshot_002-00001.png
#6
05/21/2007 (6:13 pm)
Is it possible to paint an atlas terrain created with L3DT, using the export plugin?
#7
05/21/2007 (7:26 pm)
Perhaps the export plugin doesn't use the lightmap yet?
#8
I used L3DT for a while, but I could edit, Paint, texture, and it had seems from one terrain to the other.
So I just switched back to the terrain that comes with the TGEA.
05/21/2007 (9:46 pm)
Thats why I'm sticking with the terrain that comes with TGEA. I can edit and paint without the headaches.I used L3DT for a while, but I could edit, Paint, texture, and it had seems from one terrain to the other.
So I just switched back to the terrain that comes with the TGEA.
#9
05/22/2007 (8:32 am)
Are the terrains completely black? If so that is usually a shader problem. Maybe you didn't copy over the shaders into your shader directory? Or maybe if it's a blended terrain you compiled it to a different directory than where your textures are sitting. The directory is hardcoded on creation.
#10
I've reinstalled my graphics driver and DirectX.
The terrain_water_demo looks great. Nice and bright. But that isn't an atlas map.
The docs say that atlas terrains don't yet support dynamic lighting. Could this be the issue?
I'm using the default directory structure from 1.0.1 I got the FPS Mod working and it looks good. I took that mod and applied a L3DT Map exported with the GG Plugin.
I guess I was hoping there was a parameter I could tweak to make the terrain brighter.
05/22/2007 (9:24 am)
The terrains aren't black. I can see the texture. It just looks like my terrain isn't getting any lighting. As if my difs are in daylight, but its always nighttime for the terrain.I've reinstalled my graphics driver and DirectX.
The terrain_water_demo looks great. Nice and bright. But that isn't an atlas map.
The docs say that atlas terrains don't yet support dynamic lighting. Could this be the issue?
I'm using the default directory structure from 1.0.1 I got the FPS Mod working and it looks good. I took that mod and applied a L3DT Map exported with the GG Plugin.
I guess I was hoping there was a parameter I could tweak to make the terrain brighter.
#11
Creating the textures without a lightmap in L3DT makes the textures brighter. This at least makes it easier to navigate the terrain for design work. I'm not wandering off into dark spaces getting lost now.
05/22/2007 (7:19 pm)
I found an interim solution until .atlas files are better supported.Creating the textures without a lightmap in L3DT makes the textures brighter. This at least makes it easier to navigate the terrain for design work. I'm not wandering off into dark spaces getting lost now.
#12
05/22/2007 (9:33 pm)
The terrain_water_demo is in fact an Atlas map. Dynamic lights do work on Atlas I'm pretty sure (haven't ahd time to play with TGEA in a few months), but sunlight doesn't affect it at all currently. Only thing I can think of is that when it was exported from L3DT the lighting was too low through there, not enough sunlight, from an odd angle or not bright enough.
#13
I found documentation yesterday that said that dynamic lighting was not currently supported. The documentation is probably out of date. If I find it again I'll post a link.
The sunlight is on full in one experiment, directly overhead. These same terrains export great into TGE.
If you haven't used it in a few months can I assume you're not using the buggy Beta L3DT Exporter for Atlas? I suspect that this is where the problem lies.
This like other problems I've had trying to get TGEA running, may just disappear with a future patch.
05/23/2007 (6:29 am)
Thanks J.C. I saw a file called 'simple.ter' in the water demo and thought it was a TGE terrain file.I found documentation yesterday that said that dynamic lighting was not currently supported. The documentation is probably out of date. If I find it again I'll post a link.
The sunlight is on full in one experiment, directly overhead. These same terrains export great into TGE.
If you haven't used it in a few months can I assume you're not using the buggy Beta L3DT Exporter for Atlas? I suspect that this is where the problem lies.
This like other problems I've had trying to get TGEA running, may just disappear with a future patch.
#14
05/23/2007 (7:47 am)
Until that direct export from L3DT settles down, I would continue to use the console function import method. Also you are correct that Atlas terrains do not respond to any kind of lighting right now. Dynamic shadows will cast onto Atlas, but the terrain doesn't respond to game light. So make sure you "bake" whatever lighting you want into the L3DT terrain texture.
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