SgMissionLightingFilter
by J · in Torque Game Engine · 10/08/2007 (10:12 am) · 4 replies
Could someone explain this to me... I'm looking through the .cc/.h files and I'm not sure it is setup to do anything currently, there is no console methods and NOTHING in the TDN that tells squat about it, how to use it or anything.
Any help is appreciated greatly.
Any help is appreciated greatly.
About the author
I used to be obsessed with building my own open-ended RPG and a 3D Side Scroller RPG. But the job/house/girlfriend got in the way. I know, I know. Now I concentrate on doing architectural renderings (with the help of T3D of course) and VBA programming.
#2
10/16/2007 (2:23 pm)
Thanks for the quick reply. Appreciate your help.
#3
10/16/2007 (2:50 pm)
So to update this dynamically, I would have to expose an Apply, type function? I'm not for sure what I'm donig wrong, but it doesn't make any changes what-so-ever.
#4
10/17/2007 (6:12 am)
For the changes to take affect, you must re-light your mission, then the lighting calculations will take into account the settings in your sgMissionLightingFilter.
Torque Owner Ross Kabus
Anyway, first you need to create a datablock for your filter somewhere. Something like this:
datablock sgMissionLightingFilterData(MyTestFilter) { LightingIntensity = 0.5; LightingFilter = "0.5 0.5 1"; };Then just add a sgMissionLightingFilter to your mission and give it the datablock you just created.This has the effect of cutting every lights intensity in half and giving them a bluer shade. The LightingFilter just works as a scale for whatever color each pixel already has, so this cuts down on the red and green.