Game Development Community

Using the Lighting kit editor

by __._ · in Torque Game Engine · 11/08/2006 (6:12 am) · 11 replies

I can't get the new lighting features from TGE 1.5 to work. I read the first steps on TDN, but the editor won't create any datablocks, there fore the sgLightObject isn't doing anything either. Can someone explain to me how to do it?

Right now I'm clicking "new", and creating "testLightDataBlock".
Then I choose a lighting model, enable the top 4 options and click "save".

At this point... nothing happens. What am I doing wrong?

I'm testing it on a blank "out of the box" mission from TGE 1.5 (flat.mis)

Thanks in advance.

p.s. I do notice new static shadows underneith static DTS shapes. But if I move an object and relight the scene, this shadow doesn't update. I need to reload the entire mission for it to update properly. Has anyone else noticed this?

#1
11/09/2006 (4:56 am)
Someone must know more about this?

I found that it works ok in the demo that comes with 1.5, but it still won't work in tutorial.base. The new datablock gets created but no settings are saved. I also can't find WHERE the datablocks are saved so I can't remove my tests. The manual on TDN says nothing about setting this up so I guess it should be working in tutorial.base as well but it doesn't at the moment.

If I create a datablock in the demo or fps starterkit games it does show up in the tutorial.base, but it still won't load it's settings. The same goes for the other datablocks that belong to e.g. the demo. In the tutorial.base and racing starterkit I also get every datablock loaded in the list, where in the demo or fps starterkit it only shows the light datablocks.


Can anyone tell me how to set up a project so the lighting editor can be used?

Thanks in advance.
#2
11/10/2006 (10:22 pm)
Here's what I've been doing (I'm really new to this, mind you, but it works). You can find the synapse lighting datablocks in /common/lighting

I've just left them there and copied the lightingSystem.cs file in common/server over to my games server directory. Don't forget to add the exec command in your game.cs file. Then you should be able to create lights by using the world editor creator under mission objects -> environment

I would love for someone to post or link us to a resource on using the light editor. Haven't been able to find enough about it.

Zach
#3
11/11/2006 (12:47 am)
Thanks Zachary. Will try this next monday (can't right now).
#4
11/12/2006 (11:11 am)
Quote:p.s. I do notice new static shadows underneith static DTS shapes. But if I move an object and relight the scene, this shadow doesn't update. I need to reload the entire mission for it to update properly. Has anyone else noticed this?
Yep, but I didn't figure out that reloading the mission would update the lights. Good to know that something does...
#5
11/13/2006 (1:35 am)
It works! I couldn't find anything to fix the relight-"issue" though, other then reloading the mission.
#6
11/15/2006 (9:31 am)
I added the missing lighting system exec to tut.base - it should be fixed in the next release.

The static object shadows are updating here. Can anyone verify that this is happening?
#7
11/15/2006 (9:37 am)
I'll try to make some screenshots for you tomorrow.
#8
11/23/2006 (7:51 pm)
I have the opposite problem. I have the RTS starter kit (the environments, like aztec temple, desert, winter) and all I get is washed out graphics. It's TOO MUCH light.

I cannot for the life of me figure out how to darken the overall mission. Do I have to do it in a script or can I do it in the built-in editor?

Thanks.

Mike
#9
11/24/2006 (1:13 am)
My appologies, I totally forgot this thread (busy busy), but here are some basic screens:

http://ehv-srvhost-fe.fontys.nl/imd/tmp/shadow1.jpg
http://ehv-srvhost-fe.fontys.nl/imd/tmp/shadow2.jpg
http://ehv-srvhost-fe.fontys.nl/imd/tmp/shadow3.jpg

After each time I changed the position or scale of the object I did a full relight. Also tried filtered relight, but that didn't help either (as could be expected).

@Mike
The overlighting compared to TGE 1.4 is a known side-effect. Just lower your sun's ambient and light values.
#10
11/24/2006 (4:12 am)
While discussing shadow glitches/bugs:

I was going through the tutorial for creating player models, and noticed the error in the shadow projection.

http://ehv-srvhost-fe.fontys.nl/imd/tmp/shadow4.jpg

This glitch happens with all animation sequences except root and jump. That the shadow is cut off at the "same" spot as the head is by the display window is just a coincidence. If the head is fully visible on screen, the shadow is still cut off.

p.s. I know that in the tutorial the sphere is supposed to be on top of the cube, but it's not important to me. It shows in Torque the way it's animated in Max and that's all that matters. Just the shadow is wrong.
#11
11/29/2006 (10:00 am)
Ah, you're talking about the dynamic shadows - I thought the question was regarding static shadows. Make sure the object's shadowCanMove datablock member is true.

Clipping occurs when the mesh extends beyond the object's bounding box.