Game Development Community

Vertex lighting and lightmaps

by Brendan Rogers · in Torque Game Engine · 06/12/2001 (1:09 am) · 6 replies

Just a few questions about the lighting in V12.
I havnt looked at the tribes2 map editor completly yet so im not sure how it works.
how is lighting added to levels? is it done via the level editor or 3dsmax?
Is it possible to animate the lightsource in V12?

thanks,

Caliban

#1
06/12/2001 (6:01 pm)
Missions are lit by the in-game mission editor. It produces static lightmaps for the terrain and interiors. The interiors can also have their own independent set of lights defined in WorldCraft. These lights can be animated (color cycling, fading, flickering, etc). You can also create dynamix lights at run-time (lights from explosions, etc), but these are a little more expensive.
#2
06/12/2001 (7:38 pm)
Is it possible to light the terrain using lights exported from 3dsmax?
Im wanting to animate the lightsource for the sun and have shadows cast accordingly..
Im not sure if V12 will suport this. One method we have thought of is to light the whole world (hopefully in the mission editor) using simple omni lightsources in 5 angels from sunrise to sunset, and morph between the 5 preset lighting positions.

I spose ill have to wait to get my hands on the engine :)
#3
04/09/2002 (7:52 am)
Is there a way to use vertex coloring to add some variations to the textures.

I have made a large building, and the large surfaces look too clean. So instead of making several textures to live-up the walls, I'd love to use some vertex coloring.

I'm using worldcraft to make the buildings.

Alternatively, how about multi-texturing? Like having a brick texture repeat and a dirt texture that doesnt.

Does anyone have any good worakround, if this is not possible?
#4
04/29/2004 (1:25 pm)
Well I don't know. I did use the alt-L combo to light my maps. However the inside of my buildings looked just as bright as on the outside, (or even brighter). Realisticaly this should NOT happen, so I don't know what to think.
#5
04/30/2004 (10:40 am)
In TSE you could easily add a detail texture to any surface. :P

As for Torque I think somebody recently released a detail texture resource for interiors which might help you out.
#6
04/30/2004 (10:56 am)
Btw, since I did the detail interior stuff : I should be doing an upgrade of the resource over the weekend, time permitting, tweaking how the detail texture is applied to the textures underneath (lightmap + base texture), so it looks better with a wider variety of detail textures, and less like you slapped another texture on top :)
I might be able to squeeze in some new params to control blending, but different UV coords will most likely have to wait.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5512