Game Development Community

Interior Lighting: surface normals

by Cameron Tofer · in · 01/06/2005 (4:43 pm) · 1 replies

Hi, i was wondering if the lighting pack changes how the lighting intensity for an interior surface is calculated.

i notice that the default tge calculates lighting using 1 normal per surface. I was hoping to have the normals interpolate for surfaces that are close to each other.

for example, something like an arch looks flat shaded. I would like to be able to have the lighting be smooth over multiple surfaces.

thanks.

#1
01/07/2005 (12:11 am)
Hi Cameron,

For now the Lighting Pack still uses flat shading on interior light maps, but with all of the Lighting Pack's new static object lighting and shadowing options you can use static DTS objects to add rounded and complex surfaces to your scenes. In the Lighting Pack's main demo the pipes are static DTS objects:

www.synapsegaming.com/content/screenshots/lightingpack13low.jpg
-John