Game Development Community

Interior requires leak to light properly? 0_o

by Shook · in Torque Game Engine · 11/28/2004 (8:06 am) · 13 replies

When I create interiors with Hammer, than bring them into Torque, the lighting entities placed within the interior using Hammer look fine as long as I leave the interior "open."

So if I have a window or door left open to the landscape, the interior lighting entities appear fine.

But if I create a closed interior -- even a simple box -- the interior appears completely dark within TGE. As soon as I slide one brush to the side creating the tiniest of leaks in the wall, or lift the ceiling brush just a tad, the interior lights once again appear fine.

I've tried hitting Alt-L to relight the scene to no avail, but from my understanding that shouldn't make a difference anyway as that doesn't apply to the map2dif-created lightmaps of my Hammer-created interiors. (Right?)

Right now I'm just working with TGE 1.3 freshly installed with the new installer. I've made no adjustments to source or script code (I'm just running the fps.starter), and I'm not using the radiosity patch or the lighting pack.

Again, everything works and looks fine as long as I create even the tiniest of leaks.

Any ideas how I might solve this little mystery? (I'm creating a level which I desire to be an entirely closed interior.)

Thanks. :)

#1
11/28/2004 (8:16 am)
I'm not sure but entirely closing a box or an interior shouldn't make it render the parts that are within, at all. This also applies to lights that are placed witihin. At least that's what's happening here.
#2
11/28/2004 (9:27 am)
Thank you for your response. :)

And I believe you're right. I guess I just didn't understand that limitation within Torque.

I tried enclosing the doorway of one of the fps.starter interiors, and it then produced the same problem.

So I guess I'm not experiencing a problem so much as a limitation of the way the TGE renders bsp interiors... right?

So this means even the largest, most complex of buildings must open to the world at some point, correct?

Oddly enough, I can experience the brush collision. I can't see anything, but I can move around, feeling ramps, stairs and walls. 'Tis a shame I can't see 'em. ;-)

Please inform me if I'm misunderstanding anything here, otherwise I'll just move forward creating wee little shafts in my architecture to allow for interior entity functionality. :)
#3
11/28/2004 (10:04 am)
Ya, same here. I tried spawning a player inside a box with small boxes in it. The small boxes won't render, but they are colliding with the player. This is because only the collision data is exported with Map2Dif if you enclose an interior. Try it with a somewhat complex interior (ie, more than 200kbytes in size) and enclose it. You'll lose aalot of size for that, because the inner parts are effectively culled from the exporter.

I'm no expert in this area, though. :/
What I did was to "make" a leak, and then close it with a portal later on so it didn't let light trough. I think that was the workaround.
#4
11/28/2004 (12:08 pm)
Cool. :)

I'm making wee little shafts disguised up in the architecture with coverings over them. Using portals might provide a cleaner solution.

At least now I can move forward with peace of mind from knowing I'm not doing something fundamentally wrong with my interior geometry. Heh.

Thanks again, Stefan. :)
#5
11/28/2004 (12:12 pm)
No problem. And rest assured if you ever plan to buy the TSE when it's out of Early Adopter stage, these issues will most likely be fixed :)

Have fun.
#6
11/28/2004 (10:01 pm)
@Twist

Do you say you dont get the lightmaps to work if you close a box without a zone or entrance or window ?
If so then i must ask , why do you want a closed box that you cant enter.
And why have lights in a box you cant enter :)
I think the engine works like it should , no entrance,window,or zone then no lights.
Its nothing strange about that !
#7
11/29/2004 (1:22 am)
@Billy ScE

It makes sense if you are making a game that happens exclusively indoors, or if you want to make the entire map out of difs. In a game like Tribes it would be pretty silly to have a closed box, but it's not so silly if you are making a game like Quake.

EDIT: It's also possible that a game could teleport you into the box...Basically, saying that a box with no entrances shouldn't be lit inside is making some assumptions about the gameplay that might not neccesarily be correct.
#8
11/29/2004 (4:33 am)
I understand if you use unreal engine and need to carve out the world out of a block.
But when you already have a world outside and only need to make a tiny hole some where to get the box to work , and it doesnt matter how big the map is or how many zones you have .
And i think i havent played any quake ,unreal , or what ever indoor level that dont have a window or chimney or whatever that have contact with the outside world.
#9
11/29/2004 (9:23 am)
Well, Billy, I didn't mean to insult Torque. I'm impressed with the engine and I'm satisfied with my purchase.

Working with Torque is just different than working with other engines I've experienced. No biggie.

For example, if I create a level for Half-Life using Hammer, I must seal any leaks or my map won't compile. In Torque, however, it's the opposite. I have to create a leak or it won't render the interior.

Again, it's no biggie -- it's just different for me. I do understand that in Half-Life I'm using Hammer to create the whole world while with Torque I'm only using Hammer to create a part which I add into the world.

However, I still see it as a minor technical limitation. It is not a *functional* limitation because of the easy work around, but it is a *technical* limitation.

Regardless of the purpose for such a design, in Thief, UT2004, Half-Life, and Quake 3, I can easily rough out a large outdoor area then place a fully enclosed building or dungeon into that outdoor area and its interior will render fine. In Torque, I must use a work around to make the enclosed interior render normally.

Why would I want a fully enclosed area? Well, Billy, I'll let your creativity continue to grapple with that one. ;-)

Anyways... all's well that end's well. My question was answered and my problem was resolved. Work around or not, I now better understand the process and I can proceed with improved competence.

Most importantly, I'm really having a fantastic time exploring and learning the TGE. :)
#10
11/29/2004 (7:55 pm)
@Twist

I really understand !
Im not defending the engine or something , i only mean its a easy task to get around this indoor level thing.
I think its a matter of learn diffent engines how they work , all engines have limits of some kind.
So keep up the work Twist , no hard feelings !!!
#11
11/29/2004 (8:01 pm)
If you want a very small room sealed, like a teleporter room with a pad in it.. then a leak won't and will not work, it will be visible since you can see all the edges from the center of the object inside.

I still think it's rather odd that it culls away stuff like that, but it's also nice since it does it with complex walls and stuff so you don't have to do it manually, which in return saves polygons.
#12
01/09/2005 (7:40 pm)
Hey i know this is old.. but you can create a closed interior if you place inside the big hollow cube a big hollow portal..i'm not sure about the implications (framerate wise)...but it wirks
#13
07/26/2007 (11:38 am)
Actually it seems that TGEA still has problems with that (or I am doing something wrong). Huge interior level renders right only from outside- when inside everything goes pink. Not that I mind that color but... you know... customer is not going to get convinced easily it should be like that...