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SgLightingScaleEntity in Torque 1.5.2 from Constructor?

by Dave Dunlap · in Torque Game Engine · 09/21/2007 (1:50 am) · 3 replies

Can it be done?

I added the entity
added the variables
made a group of brushes
made them the sg entity type
exported to "legacy DIF"

but it didn't work. Should it?

I know it's weird I'm using legacy DIF - our torque is slightly borked I think.

Thank you for any info.

#1
09/23/2007 (4:43 pm)
Hi Dave,

That should work, but you'll need to replace Constructor's map2dif with the one from TLK.
#2
10/03/2007 (1:54 pm)
Howdy, I have a related question

I'm a Hammer user, and I noticed that there was a SgLightingScaleEntity in the available point entities.

I searched the forums for "SgLightingScaleEntity" and I only got 2 hits (this post included).

I've been trying to get better "baked in" lighting on my .difs, and was wondering if this could help?

After playing around in the mission editor with the new sgLights and datablocks (very cool btw), I really liked the lighting effects possible, however I was thinking that this would be really useful If I could incorporate these effects into the pipeline earlier so as to reduce the amount of static lights "in-mission".

Otherwise, the most important question is what does SgLightingScaleEntity allow for?

Thanks!
#3
10/17/2007 (11:10 am)
Adding the SgLightingScaleEntity entity to a brush allows you to adjust the lighting scale/detail independent of the setting in the world spawn. The feature was discontinued in TGE 1.5.

The in-mission lights require a lot of the engine's infrastructure (scripting, datablocks, scene lighting), which is not available in map2dif (where the entity lighting is generated), so unfortunately the entity lights are much more basic.