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
#82
What you see below is a DTS model of a street lamp with an USL inside the white globe. I think you can figure my problem just looking at the pic:

You see, the lamp is not bright as expected, it's being shaded by the USL (or barely illuminated by the sunlight). The picture represents my last attempt of making it shine like a lamp: the pole is an object, and the globe is another object with a self-illuminated material on it.
What's the best way of making the globe fullbright as a lamp? I didn't want to place USLs all around the object...
11/06/2004 (10:37 am)
John,What you see below is a DTS model of a street lamp with an USL inside the white globe. I think you can figure my problem just looking at the pic:

You see, the lamp is not bright as expected, it's being shaded by the USL (or barely illuminated by the sunlight). The picture represents my last attempt of making it shine like a lamp: the pole is an object, and the globe is another object with a self-illuminated material on it.
What's the best way of making the globe fullbright as a lamp? I didn't want to place USLs all around the object...
#83
11/06/2004 (10:58 am)
I don't know the answer to this unfortunately (although: can't you make the lamp glow with the lighting pack?) but this sure is a fine model there in the background!
#84
First off awesome work! As for the static DTS lamppost I recommend turning on 'receiveSunLight' and making the lens texture self-illuminating (through your 3d modeling tools).
Also, is the Lighting Pack light dynamic or static, and is it setup to illuminate DTS objects?
-John
11/06/2004 (2:06 pm)
Hey Adib,First off awesome work! As for the static DTS lamppost I recommend turning on 'receiveSunLight' and making the lens texture self-illuminating (through your 3d modeling tools).
Also, is the Lighting Pack light dynamic or static, and is it setup to illuminate DTS objects?
-John
#85
11/06/2004 (4:13 pm)
Hmmm, tryin to get the LP to work with 1.3 - but I'm getting a lot of errors from sgNewMethods tryin to access missing things from the LightManager. Any suggestions on where to get started? I checked the LightManager.h from 1.2 and 1.3 and didn't see the missing info. I'm wondering if I did something wrong, but I followed the manual integration doc. Would love to have lights by next week :D
#86
11/06/2004 (6:51 pm)
@ James 1.3 support is being worked on. I know there is a thread somewhere that someone made the necessary fixes. If you can't wait for an official update I suggest trying to find that thread.
#87
@John, thanks too. The lens texture is already self-illuminating. I don't know where is this "receiveSunLight" property, but my sunlight is too dark (night time) anyway. The USL is dynamic and set to affect DTS.
Please, tell me I don't have to use several USLs around the lens...
11/07/2004 (2:19 am)
@Dirk, thanks! 1 Second demo is coming soon...@John, thanks too. The lens texture is already self-illuminating. I don't know where is this "receiveSunLight" property, but my sunlight is too dark (night time) anyway. The USL is dynamic and set to affect DTS.
Please, tell me I don't have to use several USLs around the lens...
#88
"ReceiveSunLight" (spelling on RecIeve?) is part of the newer lightingpacks, I think. Click on your lamp in the editor and chose "lighting" in the list to your far right. Here you can alter it's properties and manually chose what lights it should recieve and at what intensity.
Edit: Have you tried making the USL static? I've had some trouble with dynamic ones not affecting the full surface of an object, sometimes.
11/07/2004 (2:28 am)
@Adib Murad:"ReceiveSunLight" (spelling on RecIeve?) is part of the newer lightingpacks, I think. Click on your lamp in the editor and chose "lighting" in the list to your far right. Here you can alter it's properties and manually chose what lights it should recieve and at what intensity.
Edit: Have you tried making the USL static? I've had some trouble with dynamic ones not affecting the full surface of an object, sometimes.
#89
11/07/2004 (4:02 am)
@Stefan, my lighting section has receiveSunLight, receiveLMLighting, useCustomAmbientLighting, customAmbientSelfIllumination all set to true. The property customAmbientLighting is set to "1.0 1.0 1.0 1.0". The USL now is static, I hit Alt+L, reloaded the demo. No luck at all.
#90
- uncheck customAmbientSelfIllumination
- check useCustomAmbientLighting
- set customAmbientLighting to "0.8 0.8 0.8 1.0"
The bad thing is that the lens and the pole have to be different DTS, so the lamp is self illuminated and the pole is properly shaded.
EDIT - final version:
11/07/2004 (4:22 am)
Woohoo! Here's what has to be done:- uncheck customAmbientSelfIllumination
- check useCustomAmbientLighting
- set customAmbientLighting to "0.8 0.8 0.8 1.0"
The bad thing is that the lens and the pole have to be different DTS, so the lamp is self illuminated and the pole is properly shaded.
EDIT - final version:
#91
If the light is within the globe, then yes - it won't illuminate the surface that is "outside" the globe on the same object. It will light interiors or other shapes outside, but not the same one.
I've had the same problem, but gave it up.
Good luck mate.
11/07/2004 (4:25 am)
I'm out, doesn't make any sense to me. If the light is within the globe, then yes - it won't illuminate the surface that is "outside" the globe on the same object. It will light interiors or other shapes outside, but not the same one.
I've had the same problem, but gave it up.
Good luck mate.
#92
11/07/2004 (5:38 am)
Stefan, take a look at the post above, I got it working.
#93
11/07/2004 (6:15 am)
Ah, I misunderstood your intentions there :) Good looking stuff, thanks for the info.
#94
John, please include that in the docs.
@adib: can't wait to see this one ready.
11/07/2004 (6:28 am)
Nah, that was not the real solution: it's obvious from the screenshot that the lamps start to glow as soon as someone points an invisible gun at them!John, please include that in the docs.
@adib: can't wait to see this one ready.
#95
This information is included in the Modeler Guide.
Adib,
You don't need to make two DTS objects check the Modeler Guide, it has a chart showing all of the DTS lighting options and the results. Based on what you're trying to accomplish:
Base Color (diffuse): Sunlight
Ambient: Sunlight
Self-illumination: Custom Ambient
You'll need to set:
//the default lighting to sunlight
receiveSunLight: true
//tell the Lighting Pack to override the self-illumination
useAdaptiveSelfIllumination: true
//tell the Lighting Pack to override the ambient lighting...
useCustomAmbientLighting: true
//...but only for the self-illumination (diffuse will continue to use the default, which was set to the sunlight)
customAmbientSelfIllumination: true
//the new ambient value (only for self-illumination because customAmbientSelfIllumination is true)
customAmbientLighting: your self-illumination color
Let me know if this helps!
-John
11/07/2004 (8:45 am)
Dirk,This information is included in the Modeler Guide.
Adib,
You don't need to make two DTS objects check the Modeler Guide, it has a chart showing all of the DTS lighting options and the results. Based on what you're trying to accomplish:
Base Color (diffuse): Sunlight
Ambient: Sunlight
Self-illumination: Custom Ambient
You'll need to set:
//the default lighting to sunlight
receiveSunLight: true
//tell the Lighting Pack to override the self-illumination
useAdaptiveSelfIllumination: true
//tell the Lighting Pack to override the ambient lighting...
useCustomAmbientLighting: true
//...but only for the self-illumination (diffuse will continue to use the default, which was set to the sunlight)
customAmbientSelfIllumination: true
//the new ambient value (only for self-illumination because customAmbientSelfIllumination is true)
customAmbientLighting: your self-illumination color
Let me know if this helps!
-John
#96
-John
11/07/2004 (8:49 am)
Also you should check out the TGE demo mission (stronghold.mis) that comes with the Lighting Pack demo the trees in the demo do exactly what you're trying to accomplish.-John
#97
I gave the self-illumination full intensity,
useAdaptiveSelfIllumination: false
customAmbientSelfIllumination: false
... tuning the bright on the custom ambient:
useCustomAmbientLighting: true
customAmbientLighting: "0.8 0.8 0.8 1.0"
Your solution didn't work, the lamp DTS stays very dark. I think it's because the sunlight is very dark (it's night), I can't count on sunlight. That's why I had to use 2 DTS models: the lamp itself, illuminated like I just said, and the pole, wich only has receiveSunLight = true.
11/07/2004 (10:19 am)
John, actually I found my way around in the 4th column of that chart:I gave the self-illumination full intensity,
useAdaptiveSelfIllumination: false
customAmbientSelfIllumination: false
... tuning the bright on the custom ambient:
useCustomAmbientLighting: true
customAmbientLighting: "0.8 0.8 0.8 1.0"
Your solution didn't work, the lamp DTS stays very dark. I think it's because the sunlight is very dark (it's night), I can't count on sunlight. That's why I had to use 2 DTS models: the lamp itself, illuminated like I just said, and the pole, wich only has receiveSunLight = true.
#98
11/09/2004 (5:24 am)
Would it be possible to release the 1.3 patch currently and upgrade with the new features when they are done? :) Just a thought
#99
11/09/2004 (9:57 am)
I, too, am REALLY waiting on the 1.3 release.
#100
11/09/2004 (10:53 am)
Heh I hear ya Cameron, my project is due next week and I have no cool lights :(
Torque Owner John Kabus (BobTheCBuilder)
You'll need to turn down all of your interior lights and the sunlight by half to return the lighting to the normal level at that point you can turn the lights up to your liking. Also I'm sending you an email regarding your integration questions (from your email).
-John