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
#62
10/27/2004 (1:39 am)
Is this the right thread to suggest features? If yes, one that would be very useful to me is shadows cast through alpha channels.
#63
-John
10/28/2004 (9:20 pm)
I certainly won't promise anything, but I'll consider the idea. Honestly this is something I've considered before, however I haven't found an efficient way to implement it yet.-John
#64
It would degrade "compile" time, but not "execution" time.
10/28/2004 (10:20 pm)
John, you could just make it static, as a starting point. There are even some translucency resources for interiors (I'm using one) that could make use of it. At least the fences and gates would generate nice lightmaps.It would degrade "compile" time, but not "execution" time.
#65
-John
10/28/2004 (11:23 pm)
I think you're missing the point; I know how to generate the light maps - the problem is handling the different object types, making the software texture lookup accurate and efficient, dealing with the support issues related to Torque's partial transparency support, and the confusion related to people trying to cast a detailed transparency onto the terrain, which, due to the light map scale, will never show up.-John
#66
10/29/2004 (1:54 am)
Hehe, well, if someone here knows how to generate the lightmaps this one is you, that's for sure. You see, I'm an artist, my role is keep bugging you!
#67
10/29/2004 (9:23 pm)
Sounds good :)
#68
TSShapeInstance::buildPolyList - Collision mesh names must start with Col, encountered 'LOScol'
Which I believe was added around that time then taken out. This spams my console.log with about 60mb worth of those lines and it ends up killing the client.
Thanks
Michael
10/30/2004 (1:57 am)
Hi John, I was wondering what's the latest version of 1.3 that we can use? The one on the 15th? I seem to have:TSShapeInstance::buildPolyList - Collision mesh names must start with Col, encountered 'LOScol'
Which I believe was added around that time then taken out. This spams my console.log with about 60mb worth of those lines and it ends up killing the client.
Thanks
Michael
#69
10/30/2004 (2:08 am)
I've just tested without the lightingpack loaded and the error does not appear.
#71
You should be using TGE release 1.2.2 - I'm currently working on the Lighting Pack for TGE 1.3.
Stephen,
Good the 1.3 compatibility was easy. I have several new features I'm also adding - these are taking the most time, but I think they're well worth it. :)
-John
10/30/2004 (7:48 pm)
Michael,You should be using TGE release 1.2.2 - I'm currently working on the Lighting Pack for TGE 1.3.
Stephen,
Good the 1.3 compatibility was easy. I have several new features I'm also adding - these are taking the most time, but I think they're well worth it. :)
-John
#72
When the new lighting pack comes out, how hard would it be to upgrade my project to 1.3 and integrate the new lighting pack?
I have not purchased the lighting pack yet, but I was wondering if lighting pack can be applied to a game that's in progress, or do i have to start all over?
and how hard would it be for me to upgrade my project from 1.2.2 to 1.3??
//EDIT
And can you plz tell me when the new lighting pack would be available? Approx. date or anything?
10/31/2004 (3:21 am)
I've already made my project using 1.2.2When the new lighting pack comes out, how hard would it be to upgrade my project to 1.3 and integrate the new lighting pack?
I have not purchased the lighting pack yet, but I was wondering if lighting pack can be applied to a game that's in progress, or do i have to start all over?
and how hard would it be for me to upgrade my project from 1.2.2 to 1.3??
//EDIT
And can you plz tell me when the new lighting pack would be available? Approx. date or anything?
#73
It's very easy to integrate the lightingpack either via patches or manually. If patches fail, you should try manually. If your changes to the interior/terrain/dgl/scenegraph code are minimal, then you'll most likely succeed without any problems.
How hard from 1.2.2 to 1.3? Again, it depends on how much you have modified already.
No one can tell you how difficult it will be because you're the only one that knows how much you've changed.
10/31/2004 (3:48 am)
@Patrick Rho:It's very easy to integrate the lightingpack either via patches or manually. If patches fail, you should try manually. If your changes to the interior/terrain/dgl/scenegraph code are minimal, then you'll most likely succeed without any problems.
How hard from 1.2.2 to 1.3? Again, it depends on how much you have modified already.
No one can tell you how difficult it will be because you're the only one that knows how much you've changed.
#74
Good to hear that the lighting pack is patch based.
1.2.2 to 1.3..Do i just leave my scripts and just change the EXE file of the torque?
How is the upgrade being done? is there any resource or tutorial on this cuz i couldnt find any.
Thanks!!
10/31/2004 (4:59 am)
Hm...Good to hear that the lighting pack is patch based.
1.2.2 to 1.3..Do i just leave my scripts and just change the EXE file of the torque?
How is the upgrade being done? is there any resource or tutorial on this cuz i couldnt find any.
Thanks!!
#75
The transtition between 1.1.2 and 1.2.2 weren't as simple, (projectile and explosion datablocks were changed, I think) but I don't think so much were changed scriptside that it will break your game if you change from 1.2.2 to 1.3.
Again, just test yourself.. there is nothing better than finding out yourself. Download 1.3 and compile it into a binary, then copy that binary to the place where your game is and run it and see.
10/31/2004 (5:06 am)
I'm not sure Patrick, I think you might be able to do that.The transtition between 1.1.2 and 1.2.2 weren't as simple, (projectile and explosion datablocks were changed, I think) but I don't think so much were changed scriptside that it will break your game if you change from 1.2.2 to 1.3.
Again, just test yourself.. there is nothing better than finding out yourself. Download 1.3 and compile it into a binary, then copy that binary to the place where your game is and run it and see.
#76
Thanks Stefan!!
Appreciate your help!
Now..I'm gonna wait for the new lightpack to come out ;-)
10/31/2004 (5:21 am)
Alright,Thanks Stefan!!
Appreciate your help!
Now..I'm gonna wait for the new lightpack to come out ;-)
#77
The Lighting Pack 1.2 release is very simple to integrate one of the main areas of focus this release was integration, and it shows. :) I'll get deeper into specifics near the completion of the release.
Hi Stefan,
Thanks, as always you're a very big help!
-John
10/31/2004 (12:05 pm)
Hi Patrick,The Lighting Pack 1.2 release is very simple to integrate one of the main areas of focus this release was integration, and it shows. :) I'll get deeper into specifics near the completion of the release.
Hi Stefan,
Thanks, as always you're a very big help!
-John
#78
I thought that precipitation didn't work with 1.2.2? Am i getting confused again? hehe.
Thanks
Michael
10/31/2004 (1:24 pm)
Thanks John,I thought that precipitation didn't work with 1.2.2? Am i getting confused again? hehe.
Thanks
Michael
#79
I finally got everything working!!!!! Thank's to this forum for making that possible.
Now, everything seems way over bright - how do I (1) make the world darker and (2) how do I know where lights are and how to set them (I know to press 'f12' for the editor - but I cannot seem to see the lights I create or where they are to begin with.
Thank you for any advise.
Mike
11/05/2004 (6:29 pm)
Okay,I finally got everything working!!!!! Thank's to this forum for making that possible.
Now, everything seems way over bright - how do I (1) make the world darker and (2) how do I know where lights are and how to set them (I know to press 'f12' for the editor - but I cannot seem to see the lights I create or where they are to begin with.
Thank you for any advise.
Mike
#80
I finally got everything working!!!!! Thank's to this forum for making that possible.
Now, everything seems way over bright - how do I (1) make the world darker and (2) how do I know where lights are and how to set them (I know to press 'f12' for the editor - but I cannot seem to see the lights I create or where they are to begin with.
Thank you for any advise.
Mike
11/05/2004 (6:41 pm)
Okay,I finally got everything working!!!!! Thank's to this forum for making that possible.
Now, everything seems way over bright - how do I (1) make the world darker and (2) how do I know where lights are and how to set them (I know to press 'f12' for the editor - but I cannot seem to see the lights I create or where they are to begin with.
Thank you for any advise.
Mike
Torque Owner John Kabus (BobTheCBuilder)
-John