Game Development Community

DIF Lighting Issue

by Larry Dolyniuk · in Torque 3D Professional · 06/30/2009 (1:56 pm) · 11 replies

I currently use QuArK 6.3 to develop .DIF interiors, I had been using this for TGEA and it worked just fine, but for some reason when I create PointLights or SpotLights in T3D the light doesnt hit the interior, another problem is I have pointlight entities in my interior .dif also which are not lighting up my object. Is there any way to fix this problem? Thanks

#1
07/01/2009 (3:46 am)
I don't know if this is the right place for this, but I am also having problems with DIF lighting.

I have created an interior in Constructor, with Torqu as default, and added some omni lights. Exported this as a DIF and loaded into a mission. Now the interior has the ambient light colors and not the lights from the DIF.

Anybody knows what I am doing wrong or is it something in Torque?
#2
07/01/2009 (4:58 am)
I presume you guys are working in basic lighting mode?

I know BL currently doesn't support diffs.
#3
07/01/2009 (12:30 pm)
I have an issue in advanced lighting where the light from anything with shadows is being skewed along the normals.. like you see a couple triangles being lit of the interior and then fading off like vertex lighting.. only happens with shadowed lights though.
#4
07/02/2009 (5:52 am)
@Hewster

No, I am in advanced Liighting mode. I have tried several sorts of lights (omni, point, all under Torque entities), but none would give me a result.
#5
07/02/2009 (6:51 am)
Are your interiors lit as emmesive? In order for light to take effect on it you would have to turn that off.
#6
07/02/2009 (2:06 pm)
@JesseL

I don't know. Is that a setting in Constructor?
#7
07/04/2009 (10:22 am)
This is also probably an easy fix but it wont let me click Advanced Lighting in the Lighting tab, is this just because my settings are set to low?
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After doing some forum digging I've reached the conclusion that my graphics card is to low for using the Advanced Lighting setting, therefore no pointlights :(
#8
07/06/2009 (2:46 am)
I know that personally i've not looked or seen where dynamic lights in Interiors gets passed to the LightManager. I wouldn't be surprised if got disabled during the transition to the new light managers and has not been restored.

Interior is becoming a depreciated object in Torque 3D.... it has lots of performance problems and legacy dependencies which no one wants to continute to battle. I would expect to see the Interior code replaced with a new system within the next year or so.

That said i expect the interior BSP construction support to continue, but they will not be DIFs and they won't render using the old Interior code.

@Larry - The good news is you'll have unshadowd point lights and spot lights in Basic Lighting in beta 4.
#9
07/07/2009 (2:25 am)
@Tom

Quote:Interior is becoming a depreciated object in Torque 3D.... it has lots of performance problems and legacy dependencies which no one wants to continute to battle. I would expect to see the Interior code replaced with a new system within the next year or so.

That said i expect the interior BSP construction support to continue, but they will not be DIFs and they won't render using the old Interior code.

Should we build our Interiors in .dts or collada, when/if the DIFs are no longer supported?

Edit:
Sorry, found the answer already in the forums.

#10
07/08/2009 (8:13 pm)
My dif's seem to work fine, but i use constructor.

im also in advanced lighting.
#11
07/09/2009 (8:19 am)
Collada is a good replacement for DIF most of the time. But as Tom said, BSP is still valid for some types of structures, or part of them.

A type of BSP geometric structure that could be edited directly in Torque3D would be a good replacement, IMO.