Game Development Community

SgMissionLightingFilterData

by TheGasMan · in Torque Game Engine Advanced · 02/27/2008 (10:47 pm) · 0 replies

Hey guys/gals,
Just a few questions...

- What does the Filter's *radius* do ? (this doesn't seem to work at all)
- Why is there a radius setting in the light/filter editor panel when it doesn't save the setting anywhere ?
...The filter affects the entire mission no matter what I attempt/test with the radius-settings on this entity.


Also:
I have successfully created several filters, without radius, in tge through the light/filter panel editor.
I tried the same in TGEA and I expected this:
datablock sgMissionLightingFilterData(Filter1b) 
{
   className = "sgMissionLightingFilterData";
   CinematicFilter = "1";
   LightingIntensity = "1";
   LightingFilter = ".7 .7 .7 .7";
   CinematicFilterAmount = "3";
   CinematicFilterReferenceIntensity = ".7";
   CinematicFilterReferenceColor = ".3 .3 .3 1";
};

BUT GET THIS:
//--- OBJECT WRITE BEGIN ---
datablock Material(-1) {
   canSaveDynamicFields = "1";
   diffuse[0] = "1 1 1 1";
   diffuse[1] = "1 1 1 1";
   diffuse[2] = "1 1 1 1";
   diffuse[3] = "1 1 1 1";
   specular[0] = "1 1 1 1";
   specular[1] = "1 1 1 1";
   specular[2] = "1 1 1 1";
   specular[3] = "1 1 1 1";
   specularPower[0] = "32";
   specularPower[1] = "8";
   specularPower[2] = "8";
   specularPower[3] = "8";
   pixelSpecular[0] = "1";
   pixelSpecular[1] = "0";
   pixelSpecular[2] = "0";
   pixelSpecular[3] = "0";
   exposure[0] = "1";
   exposure[1] = "1";
   exposure[2] = "1";
   exposure[3] = "1";
   glow[0] = "0";
   glow[1] = "0";
   glow[2] = "0";
   glow[3] = "0";
   emissive[0] = "0";
   emissive[1] = "0";
   emissive[2] = "0";
   emissive[3] = "0";
   translucent = "0";
   translucentBlendOp = "LerpAlpha";
   translucentZWrite = "0";
   alphaTest = "1";
   alphaRef = "1";
   castsShadow = "1";
   breakable = "0";
   doubleSided = "0";
   attenuateBackFace = "0";
   preload = "0";
   scrollDir[0] = "3.22643e-037 2.28412e-043";
   scrollDir[1] = "0 7.70714e-044";
   scrollDir[2] = "1.20843e-038 0";
   scrollDir[3] = "3.22643e-037 2.28412e-043";
   scrollSpeed[0] = "0";
   scrollSpeed[1] = "3";
   scrollSpeed[2] = "2.08793e-043";
   scrollSpeed[3] = "9.80909e-044";
   rotSpeed[0] = "0";
   rotSpeed[1] = "0";
   rotSpeed[2] = "0";
   rotSpeed[3] = "0";
   rotPivotOffset[0] = "0 0";
   rotPivotOffset[1] = "0 0";
   rotPivotOffset[2] = "0 0";
   rotPivotOffset[3] = "0 0";
   animFlags[0] = "0";
   animFlags[1] = "0";
   animFlags[2] = "0";
   animFlags[3] = "0";
   waveType[0] = "Sin";
   waveType[1] = "Sin";
   waveType[2] = "Sin";
   waveType[3] = "Sin";
   waveFreq[0] = "0";
   waveFreq[1] = "0";
   waveFreq[2] = "0";
   waveFreq[3] = "0";
   waveAmp[0] = "0";
   waveAmp[1] = "0";
   waveAmp[2] = "0";
   waveAmp[3] = "0";
   sequenceFramePerSec[0] = "0";
   sequenceFramePerSec[1] = "0";
   sequenceFramePerSec[2] = "0";
   sequenceFramePerSec[3] = "0";
   sequenceSegmentSize[0] = "0";
   sequenceSegmentSize[1] = "0";
   sequenceSegmentSize[2] = "0";
   sequenceSegmentSize[3] = "0";
   baseTex[0] = "metal_corrigated191";
   bumpTex[0] = "gamebase/data/textures/metal2/metal2n/metal_corrigated191n";
   dynamicCubemap = "0";
   planarReflection = "0";
   mapTo = "metal_corrigated191";
      CinematicFilterReferenceColor = "1 0 0";
      CinematicFilter = "1";
      CinematicFilterAmount = "2";
      LightingIntensity = "2";
      CinematicFilterReferenceIntensity = "2";
      LightingFilter = "1 0 0";
};

*sighs and shrugs*... I get errors like this for a few things in TGEA.




P.S.
....I/we have over 150 svn revisions containing multiple fixes each...I am beyond tired of the tgea "brokenisms".[/gah] ...so I am calling out for a bit of help plz pick up the phone! ;)