Light and texture in Quark.
by Claude-Alain Fournier · in Torque Game Engine · 04/28/2004 (12:06 am) · 5 replies
Hi,
I got this problem where the lighting of texture is calculated per brush.

That's ugly and I don't know how to remove this problem. If somebody can point me to a solution that would be great.
Regards,
CAF
I got this problem where the lighting of texture is calculated per brush.

That's ugly and I don't know how to remove this problem. If somebody can point me to a solution that would be great.
Regards,
CAF
#2
04/28/2004 (2:49 am)
I think its due to the light from your light source on the other side. I call them light leaks, and let me tell you I havnt found a way to get rid of them without either adding more lights or removing the ones that are causing the problem.
#3
Anyone have precise description of what fallout1 and fallout2 values mean ? I did not found any, just played with values till it look right and I don't like this approach :(
04/28/2004 (3:44 am)
I already have omni light, I tried to change the fallout2 value to 1000 (500 for the picture) and it is much better now. Anyone have precise description of what fallout1 and fallout2 values mean ? I did not found any, just played with values till it look right and I don't like this approach :(
#4
holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/editing/
04/28/2004 (5:32 am)
Try this link. Desmond explains how the light works in Quark.holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/editing/
#5
1 - reduce your lighting scale (in the world spawn entity).
2 try to align your brush edges with a coord that is a multiple of the lighting scale (for default lighting scale of 32, valid coords are ... -64, -32, 0, 32, 64, ...).
04/28/2004 (5:50 am)
There are two things you can do to fix this:1 - reduce your lighting scale (in the world spawn entity).
2 try to align your brush edges with a coord that is a multiple of the lighting scale (for default lighting scale of 32, valid coords are ... -64, -32, 0, 32, 64, ...).
Torque Owner James Yong