Game Development Community

Plan for Joshua Ritter

by Prairie Games · 03/09/2003 (12:30 am) · 17 comments

Ladies and gentlemen, I am proud to bring Radiosity to Torque!!!!!!! TGERad is born!!!!! .... move over Quake III... muahahahaha

The top shot is with Torque's direct lighting... notice the black areas where the light just doesn't hit??? ick...

Every mapper knows that solution to this... Make the lights brighter (totally blowing out some areas) or add lots of little X-mas flavored lights everywhere... I was recently given a map with 1400 lights!!!!!!!!!!!!!!!!!!

Wrong!!!

Use TGERad... the bottom screen is exactly the same scene, with no additional lights or settings, though it uses RADIOSITY!!!!

It looks very natural... even considering the horrible programmer lights... and there are piles of opptions to control EXACTLY how the lighting for your interiors looks... from nice ambience to harsh shadows.. TGERad does it all!!!

You can have surfaces that emit light, surfaces that the reflect it, and you can control intensity/color of both emission and reflection.

Why is the radiosity version of the same scene so much lighter in the screenshot below??? I set the surfaces to be pretty reflective... and there you have it... the light naturally fills the scene... :)

Spooge and spit, my gawd it's PSYCHO!!!!!

Thanks Paul Nettle for FSRad!!!!

Enjoy!!!!,
-J

PS: I can't wait to see what artists can do with this!!!!!!!!!!!!!!!!!!!!!!

PSS: Notice how the light even bounces out to the window slits.. this is so great!!! :)

www.actionrpg.com/deadcrab.jpg

#1
03/09/2003 (1:04 am)
wowee! Looks awesomely realistic. mirrors and this recently is VERY cool. I cant stress how much i think this will improve realism for torque games. And about brushes emitting light this sounds like a excellent solution for realistic scene lighting. Im gonna make some flourescent lights in my subway map.
#2
03/09/2003 (3:24 am)
Cool, glad to see that someone put FSRad to work in torque at last :) This should shut some of the "torque cant do good interiors" people up a bit.

I'm not sure you need to make it work outdoors as well Josh, but whatever, its a good addition to the engine.

Phil.
#3
03/09/2003 (4:30 am)
Very nice josh!
#4
03/09/2003 (6:01 am)
We need to ge this to GG and in the freaking HEAD! this is far to important to let slide!!

-Ron
#5
03/09/2003 (6:01 am)
Hotdamn. Nice work, Josh.
#6
03/09/2003 (6:21 am)
Look quite impressive indeed!

Congrat for your hard work, i am sure alot of people will appreciate what youve done.
Ohhh and i was wondering will your radiosity also work for outside environment like for terrain? It will be great ;-).

Keep up the good work!
#7
03/09/2003 (7:32 am)
Whoa, excellent !!! 8p
Joshua pulls another rabbit out of his magic hat.
Hmmmm, radiosity
#8
03/09/2003 (8:15 am)
very impressive.
#9
03/09/2003 (10:26 am)
Looks great.
#10
03/09/2003 (2:24 pm)
Holy mamma.

And how long were you working on this???

mr_luc <---- official member of the Joshua Ritter fan club.

I'm playing around with the scripts a little bit today . . . um. I made a player that can jump hundreds of feet, but I'm too dumb to know how to make him not die when he hits the ground (other than giving him nearly unlimited health), so I can't even goof off productively. :) But, what the hell, go Josh!
#11
03/09/2003 (3:04 pm)
Yesss! Finally! A thousand thank-you's. I can't wait to start playing with this. Between this and your Python related work, you are my personal Torque Hero .
#12
03/09/2003 (10:41 pm)
Give us code or give us death! :D
#13
03/10/2003 (3:12 am)
Looks like Melv has some competition as the resident Torque hero ;)

Yaay, Hazzah to Josh.
#14
03/10/2003 (3:17 am)
heheheheeeeeeee lighting c00lies...

Hazzah!!!
#15
03/10/2003 (10:00 am)
Very nice! I just added a couple of interiors into a level this weekend and saw how the lighting sucked... gonna have to try this :)
#16
03/10/2003 (3:42 pm)
*wipes drool off of keyboard*
Excellent work! can't wait to see more of it in action!
#17
05/28/2008 (12:00 pm)
Would be nice to find the source code to this... *sigh*