Game Development Community

Using TGE 1.5.2 Lighting Entities In Hammer

by Scott Johnson · in Artist Corner · 10/03/2007 (10:03 am) · 1 replies

Hello all, was just curious if it is possible to use the advanced (TLK) lights within Hammer 3.4?

Within the torque.fgd file there is a section:

@PointClass = light_omni : "Omni Light"
[
color(color255) : "Color (R G B)" : "255 255 255"

alarm_type(choices) : "Alarm Type" : 0 =
[
0 : "Normal only"
1 : "Alarm only"
2 : "Both Alarm and Normal"
]

falloff1(integer) : "Falloff1" : 10
falloff2(integer) : "Falloff2" : 100
]

That defines an Omni Light...

Is there a way to modify this file to allow for the more advanced light types?

Just for further clarification, I'm attempting to "bake in" some lighting that I can reproduce within the engine using a modified light block based off of the standard (advanced) light block...

Also, just to fend off any responses for using "Constructor", I've been having issues when building some of my most basic samples (that work fine in Hammer) not working correctly in the engine. These issues relate to portals, and collision meshes on detail brushes specifically.. It may be that I don't know Contructor well enough, but I do know Hammer pretty well... so that's what I'm sticking with for the time being.

Thanks!

#1
10/03/2007 (10:31 pm)
Well, after playing around with Constructor I was able to solve my portals issue

However I am still having some issues with detail brushes and collisions.. i.e. can't make stairs that can be traversed.

Overall though, when it comes to the interface (very intuitive) it rocks!...

I think I can make the switch over to using it as an interior tool, it'll let me build structure, and i can work out the detail stuff later.

Good job GG!!

If anyone knows how to solve my Hammer question above, please feel free to post.

Thanks!