Game Development Community

Terrain lighting issues

by Thomas -elfprince13- Dickerson · in Torque Game Engine · 10/22/2009 (12:50 am) · 7 replies

With particle lighting
farm3.static.flickr.com/2558/4018133224_55ed07a1a7_o.png

Without particle lighting
farm3.static.flickr.com/2556/4018133170_974c489886_o.png
What's up with the absurdly highlighted terrain seams? Has anyone encountered this before, or know how to fix it?

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C.S. PhD student at Brown University. Project lead for FreeBuild. Administrator, Cemetech tech community. Webmaster for the Village2Village Projects and the Vermont Sustainable Heating Initiative.


#1
10/22/2009 (2:05 am)
What do you mean by particle lighting? Forgive me :P
#2
10/22/2009 (2:22 am)
Lighting from a particle, such as those emitted by explosions, projectiles and any in-game particle emitter. For example, the 3 or so creating those jets of flame in the above screenshot.
#3
10/22/2009 (2:51 am)
Okay, I get you. Odd, I've never seen this issue before. Have you made recent changes to anything light-related? Seems the obvious question :P.
#4
10/22/2009 (3:15 am)
I commented out a few lines in blender_asm.asm that double the intensity of terrain lighting. That should have the same effect on all terrain though, and not make such obvious seams, unless I seriously misunderstand the code.
This issue has been plaguing me for a while though, and I've only just gotten around to looking into it. I honestly can't remember though if it predates the changes I made to blender_asm.asm


Someone using TGEA reported a similar issue here, but the fix used there doesn't seem to apply to TGE (or at least I can't find the equivalent function in TGE). It is worth noting that like the thread I linked to, I'm using terrains made for older versions of Torque.
#5
10/28/2009 (2:47 pm)
A little late but... it looks like perhaps you are missing the dynamic light bitmap? It's hard-coded in terrData.cc to be "common/lighting/lightFalloffMono"(png/jpg)
#6
10/28/2009 (2:49 pm)
I think that's it. We moved common inside our core directory. That might explain a few other lighting hitches too, I remember seeing a message about missing textures and not being able to track down where they were referenced in script.
#7
10/28/2009 (4:16 pm)
Indeed, because they weren't referenced in script. They're in the engine itself. Which is a really poor programming practice, but something we've probably all done at one point or another.