Game Development Community

Lighting pack problems

by Keith Killilea · in Torque Game Engine · 08/08/2004 (5:21 am) · 3 replies

Hey, I just bought the Synapses Lighting pack and installed it according to the instructions. However,while it seems to be working (overexposed effect) I can't find the sgUniversalStaticLight in Mission Objects/environment/ of the editor although the documentation says that I should.
Also, using existing lights (fxLight, sun etc.) is it possible to have static dts objects cast shadows?
Any help would be appreciated, thanks.

About the author

Torque Games -: Camelot Galway, Spike Dash, 14 Tribes, Illumina, & Terra: Formations. -: CEO of Riverplay Games. -: CEO of Wiccle Limited - Open Source / Open Core CMS Developer & Publisher.


#1
08/08/2004 (7:19 am)
Did you integrate the script changes? It's clear in the documentation that you need to do this, and that the patcher did not do this for you.
#2
08/08/2004 (5:21 pm)
Hi David,

Stefan's correct, it looks like you missed the script changes.

All future Lighting Pack patch files will include the TGE, script, and volLight changes to avoid confusion.

Static DTS objects (based on TSStatic objects) cast shadows onto terrain and interior light maps. Their shadows are calculated based on the objects collision mesh.

If the shadows are not showing up it's usually because of the following:

-The object in not a static object.
-The object doesn't have a collision mesh.
-The object is too small relative to the light map receiving the shadow (test this by making the object really big and relighting the scene, you should notice the shadow).

You can change an interior's light map density by altering its map file's WorldSpawn "light_geometry_scale" property to a number that's a smaller power of two.

Let me know if this helps!

-John
#3
08/12/2004 (3:22 pm)
Ah sorry for the oversight, I missed that in the documentation. I'll get around to that now.

And thanks for the info John, I'll let you know how it turns out after I get it working.