Plan for John Kabus (BobTheCBuilder)
by John Kabus (BobTheCBuilder) · 06/10/2004 (6:56 pm) · 3 comments
Synapse Gaming is entering the final stages of the Lighting Pack's Mac OS X demo release and members of the Garage Games community are invited to participate in the demo's public beta test.
The demo uses the Lighting Pack's 1.0 feature set, which includes:
Lighting Model
-Enhanced lighting and rendering models create brighter and more vibrant worlds (affects all lighting including existing Torque lighting).
-Extended lighting intensity allows special effects such as overexposure and 'false' specular highlighting.
-Increased contrast creates more vivid and better defined lighting and shadows.
-Two per-light sub-models for creating 'sharp' (natural lighting) or 'smooth' (pseudo 'global' lighting) lighting.
Mission Lights
-Mission light objects allow lighting to be edited in the mission editor without recompiling interiors.
-Mission lights uniformly illuminate multiple interiors, DTS objects and terrain.
-Static light objects support omni and spotlight baked light mapping, which allows complex lighting and shadowing without impacting performance.
-Static light objects support both lighting sub-models.
-Dynamic particle system light objects support flicker and flash effects that are directly related to a linked particle system's intensity.
Static Objects
-Static DTS objects cast shadows onto interiors and terrain.
Additional Features
-Does not create any additional rendering overhead.
-Supports the Torque volume light resource.
-Code is very simple to integrate and well-documented.
-Includes In-depth modeler docs.

The Lighting Pack required a few endian changes for the Mac demo. These changes will be released as version 1.0.6 when I've confirmed that the demo is free of any platform-related bugs.
Synapse Gaming: Lighting Pack Mac OS X Demo (beta)
I appreciate your help and feedback!
-John Kabus
Synapse Gaming
The demo uses the Lighting Pack's 1.0 feature set, which includes:
Lighting Model
-Enhanced lighting and rendering models create brighter and more vibrant worlds (affects all lighting including existing Torque lighting).
-Extended lighting intensity allows special effects such as overexposure and 'false' specular highlighting.
-Increased contrast creates more vivid and better defined lighting and shadows.
-Two per-light sub-models for creating 'sharp' (natural lighting) or 'smooth' (pseudo 'global' lighting) lighting.
Mission Lights
-Mission light objects allow lighting to be edited in the mission editor without recompiling interiors.
-Mission lights uniformly illuminate multiple interiors, DTS objects and terrain.
-Static light objects support omni and spotlight baked light mapping, which allows complex lighting and shadowing without impacting performance.
-Static light objects support both lighting sub-models.
-Dynamic particle system light objects support flicker and flash effects that are directly related to a linked particle system's intensity.
Static Objects
-Static DTS objects cast shadows onto interiors and terrain.
Additional Features
-Does not create any additional rendering overhead.
-Supports the Torque volume light resource.
-Code is very simple to integrate and well-documented.
-Includes In-depth modeler docs.

The Lighting Pack required a few endian changes for the Mac demo. These changes will be released as version 1.0.6 when I've confirmed that the demo is free of any platform-related bugs.
Synapse Gaming: Lighting Pack Mac OS X Demo (beta)
I appreciate your help and feedback!
-John Kabus
Synapse Gaming
#2
In the last shot of your plan you show how the crossbow emitts light, looking at the video I gather that this light is dynamic.
My initial idea is to create .dts shapes that acts as lightbulbs, thus lighting the surroundings.
Am I way off, have I totally misunderstood the point of this feature?
06/15/2004 (8:29 am)
John, I forgot to ask you in your latest plan featuring the coming update to you excellent lighting pack.In the last shot of your plan you show how the crossbow emitts light, looking at the video I gather that this light is dynamic.
My initial idea is to create .dts shapes that acts as lightbulbs, thus lighting the surroundings.
Am I way off, have I totally misunderstood the point of this feature?
#3
The change allows all stock TGE dynamic lights to illuminate interiors and dts objects without washing out the textures.
For lights I would recommend making the bulbs out of dts objects set to self-illuminate, and then place static lights underneath them to emit the light.
-John
06/16/2004 (11:33 am)
Hi Jorgen,The change allows all stock TGE dynamic lights to illuminate interiors and dts objects without washing out the textures.
For lights I would recommend making the bulbs out of dts objects set to self-illuminate, and then place static lights underneath them to emit the light.
-John
Torque Owner Fenrir Wolf