Lighting bugs
by Eric Forhan · in · 12/06/2004 (9:40 pm) · 1 replies
Hi John,
First, congrats on getting 1.3 out the door. It inspired me to go ahead and purchase it. Why would an artist purchase a lighting pack? Because I can use the demo for testing the models, and I know your lighting will make my art look better. :)
I am running into some problems, even after reading the manual. I took a snapshot of both. Note, I haven't played with the DTS settings, so they won't look quite like they should.
Some things to note: This screenshot has 6 lights, but the errata happens even with just two. Also, the client wanted a certain scale which ends up being the "true" height rather than the bloated height normally used. 32 QuArK Units = 1 Torque Unit = 1 Yard. So, the door is approximately 2 Torque units tall, and some of the paper is something like 0.02 of one QuArK unit (I think). These errors do not show up with the stock lighting. However, stock lighting doesn't have the softer appearance as the Lighting Pack does.
One error is the shadow holes on the floor, which apparently correspond to things on the table.
A second error can be seen in the upper left of the table, where Map2Dif apparently breaks the brush into smaller ones (It's not supposed to--the detail settings should be set correctly). At any rate, the stock model doesn't make it obvious, whereas the SGL makes parts look like a "decal" or thin poly that is Z-fighting (on my Radeon 9500).
The third concern is that while it all looks great in dynamic mode (except for no shadows), in static the ceiling is several shades darker overall.
The final problem is with the shadows themselves that radiate outward from table items. This may also be a TGE/Map2Dif problem, since I had other parts in the room do similar odd things (though I think the table items had enough lights to take care of it).

I should can work with you if you wish to explore any of these on a stripped-down version of the room.
Thanks John,
Eric
First, congrats on getting 1.3 out the door. It inspired me to go ahead and purchase it. Why would an artist purchase a lighting pack? Because I can use the demo for testing the models, and I know your lighting will make my art look better. :)
I am running into some problems, even after reading the manual. I took a snapshot of both. Note, I haven't played with the DTS settings, so they won't look quite like they should.
Some things to note: This screenshot has 6 lights, but the errata happens even with just two. Also, the client wanted a certain scale which ends up being the "true" height rather than the bloated height normally used. 32 QuArK Units = 1 Torque Unit = 1 Yard. So, the door is approximately 2 Torque units tall, and some of the paper is something like 0.02 of one QuArK unit (I think). These errors do not show up with the stock lighting. However, stock lighting doesn't have the softer appearance as the Lighting Pack does.
One error is the shadow holes on the floor, which apparently correspond to things on the table.
A second error can be seen in the upper left of the table, where Map2Dif apparently breaks the brush into smaller ones (It's not supposed to--the detail settings should be set correctly). At any rate, the stock model doesn't make it obvious, whereas the SGL makes parts look like a "decal" or thin poly that is Z-fighting (on my Radeon 9500).
The third concern is that while it all looks great in dynamic mode (except for no shadows), in static the ceiling is several shades darker overall.
The final problem is with the shadows themselves that radiate outward from table items. This may also be a TGE/Map2Dif problem, since I had other parts in the room do similar odd things (though I think the table items had enough lights to take care of it).

I should can work with you if you wish to explore any of these on a stripped-down version of the room.
Thanks John,
Eric
About the author
Torque Owner John Kabus (BobTheCBuilder)
Cool room! Are all of those objects in the dif file? If so try making the smaller objects detail brushes to avoid breaking up the table. As for the other errors, is this using a fresh unaltered Lighting Pack? If so can you send me a zip of the content (the whole 'example' directory and the map files too if possible) and I'll take a look at it tonight.
-John