Does T3D do day/night routines?
by Vince Gee · in Torque 3D Professional · 07/27/2010 (6:49 pm) · 4 replies
I haven't had alot of time to go through the engine, but have they added in any automation for day/night routines or does it all have to be coded into the engine. Does the AFX add on support it? I'm looking for a way to do Day/Night cycles for T3D, any inside is appreciated.
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#2
07/27/2010 (7:26 pm)
In the Scattersky object you can setup a nighttime skybox and a moon, as well the orbit settings for a Sun and Moon. As the Time of Day advances the Scattersky sky effect and Sun movement (with light/shadows) are updated, and at twilight the nightime skybox is faded in (as well as the moon if assigned). The scattersky sky is then faded back in (as the nighttime skybox fades out) approaching sunrise -- the atmospheric effects are quite nice.
#3
07/28/2010 (12:34 am)
Is their an example of implementation of this in any of the demos?
#4
1) Have a mission using the ScatterSky object for the sky/sun effect. I'm sure at least one of the demo missions uses a ScatterSky. I know 1.1b1 has a desert level that uses the ScatterSky as part of its FPS Example Kit.
2) Add a "TimeOfDay" object to the scene and check the "play" box on that object.
The TimeOfDay object controls basic aspects of the day/night cycle, like the length of a day. Settings in the ScatterSky itself are more complicated, but include things like ambient and direct lighting for night and day, sky color effect settings, etc.
I'd suggest loading the desert terrain level included in the FPS Example and adding a time of day object (if it already has one, just check the play box -- I can't recall, and I'm away from my dev system at the moment so I can't check).
07/28/2010 (12:48 am)
To see this effect, all you need is to:1) Have a mission using the ScatterSky object for the sky/sun effect. I'm sure at least one of the demo missions uses a ScatterSky. I know 1.1b1 has a desert level that uses the ScatterSky as part of its FPS Example Kit.
2) Add a "TimeOfDay" object to the scene and check the "play" box on that object.
The TimeOfDay object controls basic aspects of the day/night cycle, like the length of a day. Settings in the ScatterSky itself are more complicated, but include things like ambient and direct lighting for night and day, sky color effect settings, etc.
I'd suggest loading the desert terrain level included in the FPS Example and adding a time of day object (if it already has one, just check the play box -- I can't recall, and I'm away from my dev system at the moment so I can't check).
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