can purelight be used in TGE?
#2
pureLIGHT doesn't strictly require Collada. It can import a wide variety of mesh formats and output in a variety of formats. There is probably a mesh converter tool out there that can convert one of them into a dts .http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Exporters/dae2dts.html looks promising, though its for Torque3D, did the DTS file format change any between TGE and Torque3D?
It might be possible to either manually import our lightmaps or extend TGE to support them. You'll also need a conversion tool for the lightmap files, pureLIGHT can output them in either TGA or DDS format (TGA is very simple to implement an importer for, extending TGE to support it is possible).
You'd then have to extend TGE's renderer to use the lightmaps. You might be able to just overwrite TGE's built in lightmaps with the pureLIGHT lightmaps. Without shaders, you'd have to write the bit of fixed function rendering code to multiply the diffuse texture with the lightmap texture yourself (and possibly support for 2 uv channels if that isn't in there already).
05/11/2012 (1:34 pm)
Unfortunately, we don't have any direct support for TGE. I've never worked with TGE myself.pureLIGHT doesn't strictly require Collada. It can import a wide variety of mesh formats and output in a variety of formats. There is probably a mesh converter tool out there that can convert one of them into a dts .http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Exporters/dae2dts.html looks promising, though its for Torque3D, did the DTS file format change any between TGE and Torque3D?
It might be possible to either manually import our lightmaps or extend TGE to support them. You'll also need a conversion tool for the lightmap files, pureLIGHT can output them in either TGA or DDS format (TGA is very simple to implement an importer for, extending TGE to support it is possible).
You'd then have to extend TGE's renderer to use the lightmaps. You might be able to just overwrite TGE's built in lightmaps with the pureLIGHT lightmaps. Without shaders, you'd have to write the bit of fixed function rendering code to multiply the diffuse texture with the lightmap texture yourself (and possibly support for 2 uv channels if that isn't in there already).
Associate Steve Acaster
[YorkshireRifles.com]
Also everything in TGE is supposed to be made from *.dif, which has it's own built in lightmapping in TGE (inferior to PLs high quality stuff obviously).