Interior, Player Lighting problem.
by Jackie Hayes · in Torque Game Engine · 04/14/2004 (8:42 pm) · 7 replies
This is hard to explain so I will do my best. I have an Interior I created with Quark. When I launch the engine and drop into a mission then go into one of my interiors, in the third person view, the player inherits the light from that interior and looks and works great at any angle. If I exit the mission then go right back into the mission, without restarting the engine, and go into one of my interiors, again in third person view, at certain angles the player lights up real bright and drops the interior light. When I stop and start rotating around him, he switches from full bright to the Interior light color and back again. If I restart the engine and go back into the mission everything works great again. This only seems to happen when I exit the mission then go back into the mission without restarting the engine. Am I missing something? It seems like, for some reason, the lightmaps are not resetting and/or something is not getting cleaned up when I exit the mission. Does anyone have any idea on what I might be doing wrong?
Thanks in advance!
Thanks in advance!
#2
2 buildings wall to wall then it is a glitch between them and
on thoose spots the player light up .
I havent bother so much yet about this yet, so i dont have
a solution,maybe it helps to overlap them.
But you have it on reload, i must test this maybe its same for me.
04/15/2004 (5:42 am)
Sometimes i get this to ,but i notised its when i have2 buildings wall to wall then it is a glitch between them and
on thoose spots the player light up .
I havent bother so much yet about this yet, so i dont have
a solution,maybe it helps to overlap them.
But you have it on reload, i must test this maybe its same for me.
#3


@Billy: I do have building and tunnels tied together. They are butted together fine. I have not tried to overlap them though.
Thanks Guys for any help. I am still digging also. If I find out what is causing this I will let the community know.
04/15/2004 (6:14 am)
@Ben: Here are a couple of screen shots. As you can see if I rotate a little to the left he lights up.

@Billy: I do have building and tunnels tied together. They are butted together fine. I have not tried to overlap them though.
Thanks Guys for any help. I am still digging also. If I find out what is causing this I will let the community know.
#4
04/15/2004 (10:31 am)
If that's happening on a seam, it's probably the ray cast that the player uses for ambient lighting getting confused. You might try overlapping or changing that code to average color so as to hide the issue...
#5
04/15/2004 (10:44 am)
I've seen this too, but mostly when I Alt-Tab out of the game and back in.
#6
First..
@Ben: the player is not on a seam. I also tried to overlap the edges of the interiors. Still no go.
Second..
I noticed that someone mentioned floating point coords. in Quark was working so I thought I would give that a try. It compiled with no problem. I am using TGERAD for this specific interior. Took a while to compile and the lighting was off a little. Dropped it into the mission. Move around in the interior and it worked great. The player inherits the light from the interior correctly every single time.....GREAT!
BUTT......... Now the portals don't work. The frame rate does not change when you go into the interior. Bummer! Now it seems like a zoneing issue. Remove FP and recompile the interior. Portal works fine but player lighting is screwed up.
MAN!!!! This is getting frustrating. Sometime its like one step forward and 4 steps backwards.
Anyone have any ideas??
Thanks....
04/16/2004 (6:19 am)
Okay...This is strange....First..
@Ben: the player is not on a seam. I also tried to overlap the edges of the interiors. Still no go.
Second..
I noticed that someone mentioned floating point coords. in Quark was working so I thought I would give that a try. It compiled with no problem. I am using TGERAD for this specific interior. Took a while to compile and the lighting was off a little. Dropped it into the mission. Move around in the interior and it worked great. The player inherits the light from the interior correctly every single time.....GREAT!
BUTT......... Now the portals don't work. The frame rate does not change when you go into the interior. Bummer! Now it seems like a zoneing issue. Remove FP and recompile the interior. Portal works fine but player lighting is screwed up.
MAN!!!! This is getting frustrating. Sometime its like one step forward and 4 steps backwards.
Anyone have any ideas??
Thanks....
#7
04/16/2004 (11:36 am)
I maintain that you were finding a seam between zones. This would fit with the lack of zones making everything work.
Associate Kyle Carter