Lighting again ?
by Santosh Pillai · in Constructor · 10/16/2007 (7:32 am) · 9 replies
Hi all, Does any one know how to get the strobe/pulse or flicker lighting from constructor to TGEA engine. Does TGEA has support for these light type ? if i put the strobe or any animated light in my scene it just come as static light ( no flashing at all). Any idea.
#2
10/16/2007 (11:05 pm)
Thanks for reply . I am also getting the same result as u with no flickers. If we have to add from mission editor then whats the point exporting from constructor? i also tried to export using Quark and with that i can't get even lights. please let me know whats the result u got i will also try same.
#3
Of course, I may not have something checked that I should have in the lighting options when I export, too since that's the workflow I've been using for a long time (create static light maps in Quark in the pre-Ctor days and then use sgLighting kit to create dynamic lights). Since that's been my workflow, I'm probably missing something.
10/17/2007 (6:58 am)
I tried strobes and pulses and flickers and did not get an animated light. My guess is that Ctor is being used to generate a static lightmap while we should be using the lighting editor inside of the world editor to do anything dynamically.Of course, I may not have something checked that I should have in the lighting options when I export, too since that's the workflow I've been using for a long time (create static light maps in Quark in the pre-Ctor days and then use sgLighting kit to create dynamic lights). Since that's been my workflow, I'm probably missing something.
#4
Support for animated light maps still exists in TGE and the entities are still supported in the TGE map2dif, using these together should allow you to create animated entity lights.
10/17/2007 (11:54 am)
The animated static light entities were slowly phased out. Constructor's internal exporter doesn't support the entities and I don't think TGEA supports animated light maps (I'd have to check on that one).Support for animated light maps still exists in TGE and the entities are still supported in the TGE map2dif, using these together should allow you to create animated entity lights.
#5
yeah in TGE i have seen by exporting the flicker lights from Quark and it work great. but in TGEA no luck.. even i tried to export the DIFF from quakr i can't find any light not even the static lights.
John can u please confirmed dose TGEA support animated lights or not ?
10/17/2007 (11:32 pm)
Hi allyeah in TGE i have seen by exporting the flicker lights from Quark and it work great. but in TGEA no luck.. even i tried to export the DIFF from quakr i can't find any light not even the static lights.
John can u please confirmed dose TGEA support animated lights or not ?
#6
12/18/2007 (6:34 am)
Hi all, does TGE 1.5 still support animated lights like pulse, flicker, runway etc. i tried to export pulse lighting from Constructor but still i can't see any flicker.
#7
12/18/2007 (7:09 am)
Hi all, does TGE 1.5 still support animated lights like pulse, flicker, runway etc. i tried to export pulse lighting from Constructor but still i can't see any flicker.
#8
12/18/2007 (7:33 am)
Hi all, does TGE 1.5 still support animated lights like pulse, flicker, runway etc. i tried to export pulse lighting from Constructor but still i can't see any flicker.
#9
I think its problem with Constructor rather than TGE. if i export some DIF from quark with animated lights its work fine. Does Constrictor have this limitation?
12/18/2007 (8:21 am)
Hi all, does TGE 1.5 still support animated lights like pulse, flicker, runway etc. i tried to export pulse lighting from Constructor but still i can't see any flicker.I think its problem with Constructor rather than TGE. if i export some DIF from quark with animated lights its work fine. Does Constrictor have this limitation?
Associate David Montgomery-Blake
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