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Lights, Bloom and DRL in TGEA 1.7.1

by Andy Hawkins · in Torque Game Engine Advanced · 07/15/2008 (9:09 am) · 3 replies

I'm having problems trying to get DRL and Bloom showing in TGEA 1.7.1 (my prefs below) - they just don't seem to work - can't see the effect. They work fine on my video card using TGEA 1.0.3. Is there any fix for this or a sure fire method to make them work?

Also I am trying to make a volume light that casts light on the ground as if emitted from a high-powered mounted light. Is this built into TGEA 1.7.1? I see VolumnLight but when I add it, there is no datablock to select from in mission builder and no light effects appear.

Finally is there documentation on the sg objects (lights etc I assume came from TLK integration)?

$pref::sgLightManager::AtlasMaxDynamicLights = "16";
$pref::sgLightManager::DynamicShadowDetailSize = "0";
$pref::sgLightManager::DynamicShadowQuality = "0";
$pref::sgLightManager::LightingProfileAllowShadows = "1";
$pref::sgLightManager::LightingProfileQuality = "0";
$pref::sgLightManager::MaxBestLights = "10";
$pref::sgLightManager::MultipleDynamicShadows = "1";
$pref::sgLightManager::ShowCacheStats = "0";
$pref::sgLightManager::UseDRLHighDynamicRange = "1";
$pref::sgLightManager::UseDynamicLightingDualOptimization = "1";
$pref::sgLightManager::UseDynamicRangeLighting = "1";
$pref::sgLightManager::UseDynamicShadows = "1";

#1
07/15/2008 (9:43 am)
To enable DRL, I had to open my mission file and rename the "Sun()" object to "sgSun()", since the normal sun object doesn't have DRL, bloom, etc. If you've already done that, then make sure the sgSun() has DRL turned on, and the DRL/Bloom is set to a value that will have noticable effects. On a final not, DRL and bloom aren't visible in the editor.

I had the same issue with the volume lights. They work, but I had to manually copy-paste the code for one out of a TGEA 1.0.3 mission and file and into my TGEA 1.7.1 mission file. I think the issue has something to do with the world editor scripts, but I haven't looked into it yet.

Hope that helps.
#2
07/15/2008 (4:52 pm)
Cool thanks for that. Got them all to work.

My last question is, while the volumeLight looks good, I need it to cast light, like the flashlight in Doom3. These are going to be mounted to the aircraft so it has to update in realtime. How is that done? Or is it a resource???

This is a screen grab from the new work I'm doing with BRAVE. I'm working on restricting the play field so I can add more geometry in small areas.

www.drewfx.com/BRAVE/newRuins/test1.JPG
#3
07/15/2008 (6:40 pm)
Update - I found this...
FlashLight Resource

but's it's not quite as accurate as I would like. I thinking I'm looking for a light based, decal projector that actual emits light.

I want this effect...
img.gamespot.com/gamespot/images/2005/090/reviews/914444_20050401_screen003.jpg