Game Development Community

Fullbright/self-lit surfaces in DIF?

by Joachim Lous · in Artist Corner · 11/30/2004 (4:06 am) · 7 replies

I have some surfaces in the interior that are already lit the way they should be, and I want them exempt from the general world lighting.

I can't find any way to specify that in Quark. Is there a way?
In a pinch I guess I could do the affected parts as a separate DIF and exempt the whole thing, if that is easier.

Any hints on how to achieve this? Surely I'm not the first to want it?

#1
11/30/2004 (4:38 am)
OK, I found out I could just export with low detail to teliminate all lightmaps, but it woud still make my life a lot easier if I could set it on a per-face basis.

Any idea how to do this, or starting point for where to modify the code to enable it? I guess it would need map2dif to heed a new specific flag for the poly. If anyone can save me som time in figuring out where to attack it, I'd be very grateful.
#2
11/30/2004 (4:51 am)
You can't mix world lighting and interior lighting unfortunately. If you allow world lighting into a zone it usually messes up your light maps. Have a look at The LIghting Pack on the products page and see if that will help.
#3
11/30/2004 (5:03 am)
OK, correction: I'd like certain faces in the interior to be exempt from the standard lighting in that interior: displayed at full brightness so one can pre-light the texture itself.
#4
12/03/2004 (5:16 am)
I'm interested in this function, too. I have to admit I haven't delved too deeply with this matter on my own yet, but since I'm here now reading the thread... :)

I believe he's looking for something like the "unlit" parameter in UnrealEd. This parameter makes the texture on a single face of a single polygon full bright, regardless of the lighting around it. It's a very handy parameter.

I haven't tried it yet, but it's possible TGERad will provide a solution. Perhaps someone else will know better.
#5
12/03/2004 (5:57 am)
TGERad should defenetly be the way to go. I haven't played around with rad and Torque yet, but the purpose of rad is so you can set materials to emit light, reflect light, absorb light, etc.
#6
12/06/2004 (10:01 am)
This is pretty easy to do with TSE. You just specify "emissive" in the material definition of whatever material you do not wish to be affected by light.
#7
12/06/2004 (11:53 pm)
About TGERad: I haven't checked it out in detail yet, and though it looks mighty impressive I'm not convinced it would help me: I don't want these surfaces (with photograpchic textures) to illuminate surroundings, I just want them free of lightmaps so they look like the original item and less like cardboard with a picture of the item on it.

about TSE: That's goot to know in a pinch, but I'd rather not depend on the TSE, since I'm probably going to need the full commercial licence eventually, and with TSE fully licensed too it would push the price a little far for just that little feature (I don't really need the rest of TSE). But just out of curiosity, how would one specify flags like that in the Torque mode for Quark? Is there a separate menu set when you use TSE?

As it turns out, it seems I have a lot of original texturing for my replica, so I might be able to get away with simply skipping lighting altogether, and just fake some pre-lighting by hand if it turns out I'm missing some textures.

But there are problemsd with that, I think I'll add a feature to map2dif to leave certain polys unlit, probably based on the name or some other feature of the texture, so I don't have to modify the Quark mode as well. ooking at the code it doean't seem like an unreasonable task.