sgLightObject() became what?
by deepscratch · in Torque 3D Professional · 06/30/2009 (11:16 am) · 5 replies
I'm busy porting some scripts, and got stuck on this
new sgLightObject()
what did these become in T3D?
thanks
new sgLightObject()
what did these become in T3D?
thanks
About the author
email me at medan121@gmail.com
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#2
06/30/2009 (1:53 pm)
For a projectile:datablock ProjectileData(SmgProjectile)
{
lightDesc = YourLightDesc;
} referencing a datablock;datablock LightDescription(YourLightDesc)
{
radius = 5.0;
color = "1 1 0";
brightness = 5.0;
animationType = PulseLightAnim;
animationPeriod = 0.25;
//flareType = SimpleLightFlare0;
};In the weapon file
#3
yeah, they are mounted vehicle headlights.
@Steve,
thanks mate, I give that a gander.
06/30/2009 (1:59 pm)
@Logan,yeah, they are mounted vehicle headlights.
@Steve,
thanks mate, I give that a gander.
#4
So sgLightObject was gone before we got there. There is support for mounting lights but its tricky.
Maybe James can chime in here.
06/30/2009 (5:54 pm)
We never ported SGLighting.... it was just removed from the code base.So sgLightObject was gone before we got there. There is support for mounting lights but its tricky.
Maybe James can chime in here.
#5
As Steve mentioned, you probably want to mirror the way Projectile is setup to use a LightDescription and Projectile handles submiting the light.
In this case Vehicle/WheeledVehicle derive from ShapeBase which already derives from ISceneLight, implements submitLights, etc. So you should be able to override submitLights from ShapeBase (remember to call Parent).
07/01/2009 (9:46 am)
So deepscratch, are you working on vehicle headlights? Honestly I don't see any code in Vehicle or WheeledVehicle for headlights at this time (and don't specifically remember removing any), but if you were to get this working I'd love to roll it into t3d..As Steve mentioned, you probably want to mirror the way Projectile is setup to use a LightDescription and Projectile handles submiting the light.
In this case Vehicle/WheeledVehicle derive from ShapeBase which already derives from ISceneLight, implements submitLights, etc. So you should be able to override submitLights from ShapeBase (remember to call Parent).
Associate Logan Foster
perPixel Studios
All the SG Lighting stuff was thankfully removed and won't ever exist in Torque 3D.
Edit: I believe this was a mounted light. You could probably see something similar with the Rocket Gun thats in the demos right now with Gideon as the projectile has a light tied to it.