TGEA 1.7.1 - Map2Dif_plus_tgea
by ando · in Torque Game Engine Advanced · 06/19/2008 (8:48 am) · 2 replies
It seems the included TGEA 1.7.1 map2dif_plus_tgea is a bit borked...
- Still renders "null" textures
- Not culling unseen faces
- Has some kinda bad mip map problems (look at the ground in the screenshot, you see the nasty lines where the ground brushers border each other)
- Player does no receive lightmap, stepping into the shade/shadows has no effect (look at the players in screenshot)
It would be great if some kinda skylight system was added to map2diff so we get ambient occlusion, radiosity, or anything to give DIF lightmaps some life in the shadows.

- Still renders "null" textures
- Not culling unseen faces
- Has some kinda bad mip map problems (look at the ground in the screenshot, you see the nasty lines where the ground brushers border each other)
- Player does no receive lightmap, stepping into the shade/shadows has no effect (look at the players in screenshot)
It would be great if some kinda skylight system was added to map2diff so we get ambient occlusion, radiosity, or anything to give DIF lightmaps some life in the shadows.

About the author
#2
07/12/2008 (4:57 pm)
I stand corrected, it appears that the green brush borders do appear on the base texture as well from an actue angle, but they are a very light green. On normal mapping they become a much darker green and are thus more noticeable.
Associate Steve Acaster
[YorkshireRifles.com]
As for the sunlight in shadow problem, I think that only occurs (at least in my tests) when the model is stood on a detail brush rather than a structural brush.
The good news for map2dif_tgea is that the performance gets a massive boost.