Lighting Pack version 1.1.5 Q&A
by John Kabus (BobTheCBuilder) · in · 08/21/2004 (5:33 pm) · 125 replies
Hello Garage Gamers!
Welcome to the Synapse Gaming Lighting Pack general discussion forum!
I've created this thread to answer your questions about the Lighting Pack. If you have any questions feel free to ask and I'll do my best to answer them!
-John Kabus
Synapse Gaming
Welcome to the Synapse Gaming Lighting Pack general discussion forum!
I've created this thread to answer your questions about the Lighting Pack. If you have any questions feel free to ask and I'll do my best to answer them!
-John Kabus
Synapse Gaming
#42
09/27/2004 (2:44 pm)
Would it be possible for you to send the all the modified files to me by e-mail and I'll just replace the ones I have? (I started with a clean copy of TGE 1.2.2)
#43
09/28/2004 (1:47 am)
Has anyone tested the Lighting Pack with torque1.3?
#44
09/28/2004 (3:34 am)
@ Luis www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6428
#45
09/28/2004 (8:24 pm)
@ john: I FINALLY got it to build a debug version with no errors. However, my newest problem is the fact that VC++ keeps crashing when I try to build the project. (about 90% of the time). Not only does it crash the program, but my whole computer crashes. It flashes a blue screen talking about some kind of memory error and then reboots. I can't understand why this is happening, but it's gotta be caused by the code somehow. I can build a clean copy just fine; release and debug versions. when I try to build after the code additions, it completely crashes. I've even gone to the measure of re-installing WinXP and MS VC++6 to see if that would help and it does the same thing. What could cause this?
#46
I use VC6, gcc, and Xcode here, and I've never had a problem with them crashing. You can send me your TGE source tree I'll take a look at it.
-John
09/29/2004 (1:54 pm)
Travis,I use VC6, gcc, and Xcode here, and I've never had a problem with them crashing. You can send me your TGE source tree I'll take a look at it.
-John
#47
09/29/2004 (6:47 pm)
Exactly what do you want me to send? I'm not entirely what you mean by "source tree".
#49
-John
10/05/2004 (5:37 pm)
Zip up your 'torque/engine' directory (don't include the VC object file directories, the zip should be under a meg) and email it to me.-John
#51
Thanks,
Stephen
10/18/2004 (8:27 pm)
So John, have you updated the Lighting Pack for 1.3 yet? Cause I was reading (I think your plan) that you will have the Lighting Pack updated for 1.3 after IGC. Just wondering cause I'm going to buy it soon and I don't want to run into alot of problems, if you know what I mean.Thanks,
Stephen
#53
Not related to my question, but just out of curiosity, I merged the pack in a HEAD version manually. It took a whole day, but it worked with no problem.
10/20/2004 (4:39 am)
John, for some reason I assumed that datablocks created by the sgLightEditor would be automatically executed when I load the demo. Do I have to manually exec(); them somewhere?Not related to my question, but just out of curiosity, I merged the pack in a HEAD version manually. It took a whole day, but it worked with no problem.
#54
10/20/2004 (4:51 am)
Also, the function sgLightEditor::saveDB() just replace "new" for "datablock", copying all the properties previously saved in the file. But what about the property values still in memory? Who saves new property values to the .cs file?
#55
$sgLightEditor::lightDBPath = "starter.fps/server/scripts/sgLights/";
To
$sgLightEditor::lightDBPath = "/server/scripts/sgLights/";
This line saves the current datablock values to file:
$sgLightEditor::currentLightDB.save(%path);
The rest of the code makes the file datablock friendly for the next time it's exec-ed.
-John
10/20/2004 (10:05 am)
The files are automatically exec-ed. Are you using 'starter.fps' for your mod base? If not you should change:$sgLightEditor::lightDBPath = "starter.fps/server/scripts/sgLights/";
To
$sgLightEditor::lightDBPath = "
This line saves the current datablock values to file:
$sgLightEditor::currentLightDB.save(%path);
The rest of the code makes the file datablock friendly for the next time it's exec-ed.
-John
#56
It's not working for me. I'm using tutorial.base as the mod base, had already changed lightDBPath, but it doesn't work.
Could you give me the names of the properties in a sgUniversalStaticLightData datablock? I'd rather do it by script (I'm late in my schedule - don't ask...)
Thanks!
EDIT: Got it from the Lighting Pack demo. It's in the file starter.fps\server\scripts\sgLights\sgDefaultLightDataBlock.cs. Looks like there are a lot of non-documented properties here, I'll use the ones referred by the GUI.
EDIT #2: hope this editing doesn't bump the thread, but it's all working now (GUI included).
10/20/2004 (3:38 pm)
John, yeah, the save() method was right behind my nose. My bad...It's not working for me. I'm using tutorial.base as the mod base, had already changed lightDBPath, but it doesn't work.
Could you give me the names of the properties in a sgUniversalStaticLightData datablock? I'd rather do it by script (I'm late in my schedule - don't ask...)
Thanks!
EDIT: Got it from the Lighting Pack demo. It's in the file starter.fps\server\scripts\sgLights\sgDefaultLightDataBlock.cs. Looks like there are a lot of non-documented properties here, I'll use the ones referred by the GUI.
EDIT #2: hope this editing doesn't bump the thread, but it's all working now (GUI included).
#57
Very cool product, even though im still learning how to make the best use of the lighting packI feel it was definatley worth the purchase!
Some fellow classmates and myself are developing a survival horror style game for our final project. Something we really need is very nice lighting model, which seems to be taken care of now ; ) Dark shadowy environments will be key to providing spooky scenarios and chilling gameplay.
I was just looking over the code in the lighting demo for the crossbow, and i am not sure what the following bit of code for the crossbow datablock is for:
lightType = ConstantLight;
lightColor = "0.5 0.5 0.5";
lightRadius = 4;
I copied this code over to a seperate project that uses the lighting code, and it just creates a lightsource around the crossbow. So im a little confused as to what this does in your demo.
Thanks,
-gf
10/23/2004 (5:30 am)
Hi John, Very cool product, even though im still learning how to make the best use of the lighting packI feel it was definatley worth the purchase!
Some fellow classmates and myself are developing a survival horror style game for our final project. Something we really need is very nice lighting model, which seems to be taken care of now ; ) Dark shadowy environments will be key to providing spooky scenarios and chilling gameplay.
I was just looking over the code in the lighting demo for the crossbow, and i am not sure what the following bit of code for the crossbow datablock is for:
lightType = ConstantLight;
lightColor = "0.5 0.5 0.5";
lightRadius = 4;
I copied this code over to a seperate project that uses the lighting code, and it just creates a lightsource around the crossbow. So im a little confused as to what this does in your demo.
Thanks,
-gf
#58
The code turns on the dynamic lights that are embedded in Items and Images (which is available in stock TGE). The Lighting Pack demo uses the code to showoff its enhanced interior dynamic lighting. If you compare the dynamic lighting in stock TGE with the Lighting Pack you'll notice that the Lighting Pack's lighting is much more natural and doesn't washout the interior textures.
This image shows the Lighting Pack's dynamic lighting illuminating a dark an interior:

-John
10/24/2004 (9:46 am)
Hi Geoffrey,The code turns on the dynamic lights that are embedded in Items and Images (which is available in stock TGE). The Lighting Pack demo uses the code to showoff its enhanced interior dynamic lighting. If you compare the dynamic lighting in stock TGE with the Lighting Pack you'll notice that the Lighting Pack's lighting is much more natural and doesn't washout the interior textures.
This image shows the Lighting Pack's dynamic lighting illuminating a dark an interior:

-John
#59
10/24/2004 (8:27 pm)
Geoffrey, does your project have a site? I went to your profile to get more info, but didn't get it. I have a survival horror project of my own, was interested to take a look at yours.
#60
Im still a little confused as to why adding that bit of code to the standard crossbow creates a lightsource around the object, and in your code it just enables dynamic lighting. Ive got the lighting code integrated and working properly, ive tested it with your demo. But in my code, adding the
lightType = ConstantLight;
lightColor = "0.5 0.5 0.5";
lightRadius = 4;
to the crossbow just creates a constant lightsource around the weapon. Im guessing theres something im completely overlooking here, but i cant seem to put my finger on it.
@Adib
We dont have a website up yet. Not a whole lot of time to create one, so it might not get done until after presentations, which will be in febuary of next year. Ill send you an email with some info on the project, id like to hear about yours as well :)
10/26/2004 (9:44 am)
@JohnIm still a little confused as to why adding that bit of code to the standard crossbow creates a lightsource around the object, and in your code it just enables dynamic lighting. Ive got the lighting code integrated and working properly, ive tested it with your demo. But in my code, adding the
lightType = ConstantLight;
lightColor = "0.5 0.5 0.5";
lightRadius = 4;
to the crossbow just creates a constant lightsource around the weapon. Im guessing theres something im completely overlooking here, but i cant seem to put my finger on it.
@Adib
We dont have a website up yet. Not a whole lot of time to create one, so it might not get done until after presentations, which will be in febuary of next year. Ill send you an email with some info on the project, id like to hear about yours as well :)
Torque 3D Owner Travis Vroman
Fireslinger Studios