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Lightmaps

by Patrick Belford · in Torque Game Engine · 08/15/2004 (7:42 am) · 6 replies

Can I use lightmaps on my .dts models in Torque. If so, how is this accomplished.

Thanks in advance

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  • #1
    08/15/2004 (7:55 am)
    Ewww, why would you want that?

    I could see a use for this on your static DTS's, but not for any moving ones.. that would look like shit. Imagine a car going from a dark area to a bright, the car would still look dark.
    #2
    08/15/2004 (8:19 am)
    For the moment it is only for testing purposes. I want to create some props for my scene that won't move. I need better lighting than is available with the scene lighting.
    #3
    08/15/2004 (8:22 am)
    You WON'T get _better_ lighting if you apply lightmaps onto moving objects. Are you sure you even know what this means? Lightmaps take years to update dynamically.

    I'm probably not understanding what you want to do :) I'll let the others answer instead. Good luck.
    #4
    08/15/2004 (8:33 am)
    He said "props for my scene that won't move."

    What I'm wondering is if you can pre-calculate lightmaps and store them off so that you don't have to re-light your mission every time you load it....

    And if you implement that, perhaps you could pre-calc a variety of lighting scenarios for each map that would allow you to, say, animate the time of day while simply "animating" your lightmaps.

    What I want do do as far as that goes is find a way to wing a Tron 2.0 glow effect.

    Rich
    #5
    08/15/2004 (11:44 am)
    @Stefan: Unreal uses that exact approach for static meshes. It's not that unreasonable...

    @Richard: Torque does cache mission lighting. Have you read the post mortem for Tron 2.0? They talk about how they did the glow effect all the way back to DX7 or so...

    @Patrick: No default way, unfortunately.