Unlit Objects?
by Jay Barnson · in · 12/20/2007 (3:16 pm) · 2 replies
Okay, stupid question --- is there anything built-in to designate an object as NOT being lit by anything but their own custom ambient? I have some higher-poly models that are slamming frame rate, and I suspect its due to the lighting. I have a spotlight (static) that's very obviously still lighting the model.
I'm still stuck in TGE 1.4x world right now, due to integrating it with TGB for a lot of UI stuff.
I'm still stuck in TGE 1.4x world right now, due to integrating it with TGB for a lot of UI stuff.
About the author
Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.
#2
I don't believe there is a way to do this through the mission editor or in script - you'll need to code up a custom solution.
Off the top of my head; it should be relatively easy to do this for DTS objects using custom mission editor properties (similar to the existing DTS advanced lighting options), restricting the maximum lights used during rendering to 1 for flagged objects (see the call to 'sgFindBestLights' in 'LightManager::sgSetupLights' for details, just swap out sgMaxBestLights with 1 for flagged objects).
12/26/2007 (11:20 pm)
Hi guys,I don't believe there is a way to do this through the mission editor or in script - you'll need to code up a custom solution.
Off the top of my head; it should be relatively easy to do this for DTS objects using custom mission editor properties (similar to the existing DTS advanced lighting options), restricting the maximum lights used during rendering to 1 for flagged objects (see the call to 'sgFindBestLights' in 'LightManager::sgSetupLights' for details, just swap out sgMaxBestLights with 1 for flagged objects).
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