Game Development Community

TGEA lighting?

by GI_JOEJK · in Artist Corner · 11/06/2008 (3:24 pm) · 6 replies

I am currently deep in heavy level production with TGEA. First I must say that TGEA can handle a lot of polygons!

http://www.rocketeergames.com/

But, as I stated on other threads, the lighting IMHO, is TGEA's Achilles heel....
Take a look at this screen shot. http://www.neoaxisgroup.com/files/medieval_city_01.jpg
I would pay three times as much for an indie license of TGEA if DTS meshes could cast (dynamic) shadows like these!

When can we expect to see a version of Torque that can do this?

#1
01/17/2009 (6:26 am)
hi there,
i have done what you want ,
dynamic shadow with polysoup object !
#2
01/17/2009 (2:32 pm)
Ken

Can you please share some info on how and what you have done? If you wish you can email me.

Btw, are you using TGEA 1.71 or 1.8?
Thanks!
#3
01/17/2009 (3:52 pm)
Quote:I would pay three times as much for an indie license of TGEA if DTS meshes could cast (dynamic) shadows like these!


Alot of folk dont seem to realize they are often NOT looking at dynamic shadows at all, but a false PROJECTED shadow, that is under control of the scene designer. TGEA do not seem to have this ability build in, but it can be faked very easy.
#4
01/17/2009 (4:42 pm)
While Caylo is right... that screenshot looks like cascaded shadow maps.

Keep your eyes peeled. :)
#5
01/19/2009 (4:45 pm)
GI_JOEJK,
I am there with you/I feel your pain.

This can help to solve some scenarios: www.futurenation.net/dtsMerger/tiki-index.php

#6
01/20/2009 (1:00 pm)
With a PostProcess Contrast Shader you can actually get your scenes looking much richer and more dynamic in TGEA. Otherwise ya, the TLK stuff in TGEA 1.7 and 1.8 leaves a fair bit to be desired unless you want a World of Warcraft kind of look to your lighting.

Edit: If I get some time I will try to post some samples of it that we are putting into Lore Aftermath for its next update on www.instantaction.com