Game Development Community

TDN section for TSE's new Lighting System

by John Kabus (BobTheCBuilder) · in Torque Game Engine Advanced · 09/06/2006 (10:05 pm) · 10 replies

Hello TSE community!

As you've probably seen in Brian's post - MS4 is now in CVS and ready for download!

There is also an entire new section in TDN dedicated to TSE's new lighting system. It covers all of the ins-and-outs of using the system and lots of tricks and tips on getting the most out of it in both quality and performance. And like all areas of TDN, we encourage you to contribute your own articles and experiences too.


If you have any TSE Lighting System related questions please check out the:

TSE Lighting System Q&A thread


-John Kabus

#1
09/06/2006 (10:29 pm)
Thanks John!!
#2
09/06/2006 (11:20 pm)
John, I've tried as hard as I can BUT I can't get HDR to activate itself, it never makes it past a certain call. Do you have any idea on how to work with this? I have it someplace, but it doesn't work.
#3
09/06/2006 (11:56 pm)
What model video card do you have (DRL needs pixel shader 2.0)? Also make sure you're not forcing the pixel shader to a version below 2.0.
#4
09/07/2006 (12:00 am)
I didnt even know MS4 was out. Thanks for the TDN articles, you rock.
#5
09/07/2006 (12:06 am)
Also make sure Dynamic Range Lighting is enabled in the options dialog (or use the pref $pref::LightManager::sgUseDynamicRangeLighting).
#6
09/07/2006 (12:06 am)
Hey Stefan, no problem. :)
#7
09/07/2006 (1:25 am)
Ok, I just pulled down the latest from CVS and it looks like some of TSE's supporting textures are corrupt (including some used by the lighting system). I'll contact Brian and have him recommit any bad textures.
#8
09/07/2006 (1:31 am)
We have to apply shaders to the terrain for it to receive lighting, correct?

Edit: Oh, ya. Some of those png's are 6 bytes.
#9
09/07/2006 (3:17 am)
Static and dynamic lighting is already setup for the legacy terrain (unless you're using custom shaders, but creating a custom lighting shader is a snap - I need to create a TDN article around that process), Atlas changed recently to add the new clip mapping, we're working on adding the static and dynamic lighting back in for 1.0.