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Pulse light deosn't affect weapons or chracter

by Steve Morrison · in Artist Corner · 06/14/2005 (2:03 pm) · 6 replies

This is probably obvious to those in the know. However, as a completely newbie to QuArK and torque I need some help.

I am experimenting with the interior lights placed in Quark. When I place a normal light (omni light for example) and export and place in the starter FPS map, the character and weapons light correctly. when I place a pulse or strob light the character and weapons don't get lit. what am I doing wrong here?

Any advice will be much appreciated, thanks in advance.

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#1
06/14/2005 (4:13 pm)
Just a guess, but the pulse and strobe might only be toggling the light map, and not providing actual light. Again, just a guess.

B--
#2
06/15/2005 (4:43 am)
Thanks, that sound like it could be the problem. Is there away to make it actually affect the character and weapon though?
#3
07/20/2005 (6:36 pm)
Interior lights do not generate any real in game lights, you are correct they are just doing stuff to the lightmaps.

It would be a nice feature to add to torque for certain types of lights.

One alternative is to use the lighting pack's lights to do all of your interior lighting. I don't use it, but you won't have a hard time finding lots of praises for it around here ;)
#4
07/21/2005 (9:02 am)
Use Clints InteriorLightfix and do a pulse light with the fxlights.
#5
07/21/2005 (9:11 am)
The lighting pack is great :) After getting it I don't know how I dev'd without it lol.
#6
07/22/2005 (2:33 pm)
Thanks for the info. I'll look into the lighting pack. that sounds like the way forward.

cheers.