Lighting in both Constructor and Torque???
by Brian Beard · in Constructor · 11/18/2007 (7:28 pm) · 2 replies
So, I'm trying to create static omni light entities in constructor and they look decent in the program but when I export my test area to TGE they look ugly and overexposed. I've played around with the falloff and that isn't the result i want. As far as I can see there is no setting for intensity in constructor. Anyone know why this is happening? Shouldn't constructor and torque look the same or at least close to it as far as lighting goes?
Also, if I need to .. i'll light completely in TGE but is it as tedious as setting datablocks for each light then dragging each light in engine? Lighting this way feels like pulling teeth just because i'm used to modeling proggies ... Maya for example ... where you can precisely drag light points.
ALSO !!!! Are there any good tutorials for lighting in either constructor or TGE? What i've found so far is complete crap!
AND is there a way to raise the ambient light level of a dif interior in TGE? Please don't just say yes ... i'd like to know where that function actually is.
Thanks so much!
Screenshots:
In Constructor:

In Torque:

Also, if I need to .. i'll light completely in TGE but is it as tedious as setting datablocks for each light then dragging each light in engine? Lighting this way feels like pulling teeth just because i'm used to modeling proggies ... Maya for example ... where you can precisely drag light points.
ALSO !!!! Are there any good tutorials for lighting in either constructor or TGE? What i've found so far is complete crap!
AND is there a way to raise the ambient light level of a dif interior in TGE? Please don't just say yes ... i'd like to know where that function actually is.
Thanks so much!
Screenshots:
In Constructor:

In Torque:

About the author
#2
11/28/2007 (12:34 am)
It looks like you're exporting through map2dif, use the built in exporter instead - it uses the same lighting system as the in-editor view.
Torque Owner Woody