Game Development Community

Lighting Issues - TGEA 1.7.0 Release

by Ryan Mounts · in Torque Game Engine Advanced · 04/06/2008 (1:42 pm) · 1 replies

I've been playing around with TGEA 1.7.0 release and I'm having some lighting issues.

1. The red and blue channels of a dif's base lightmap get swapped when the scene is relit. For example, if I place a static red light in Constructor and export to DIF, when I drop the interior into TGEA I can see the red light in the lightmap. But when I do a relight, the red turns to blue (and visa versa).

2. Static lights do not affect the terrain lightmap, and only affect the ambient areas of interiors. So areas of the interior that are lit by the sun always have the sun color, while the static light only lights the shadowed areas. I would think the diffuse light should be additive.

3. Bloom and High Dynamic Range Lighting do not seem to do anything, no matter what I do.

4. This isn't a lighting issue, but only Constructor's "Export to Dif" and "Export to Legacy TGEA" work for me. Map2Dif_Plus TGEA crashes Torque.

#1
04/11/2008 (12:37 pm)
Well, so far I've only fixed issue no. 1 where the red and blue channels of an interior's base lightmap are getting swapped.

In "lightingSystem\synapseGaming\interior\sgPlanarMap.cpp" around line 1220:

curtexel = ColorF(bits[d+2], bits[d+1], bits[d]);

should be:

curtexel = ColorF(bits[d], bits[d+1], bits[d+2]);

The comment right above it reads "get the current texel (BGR)..." but apparently it should read "get the current texel (RGB)..."