Game Development Community

Newbie problems (Lighting) (Revamped)

by Samuel "Aegis" Cutlip · in Torque Game Engine · 10/10/2005 (7:01 am) · 3 replies

"Ok, I was playing around with making interiors with Quark 6.3 . I put my experiment into the mission. Then, when I moved my camera into it, the inside wasn't even rendered (but the outside was! So, after trying tons of things, I put a portal from the room to the world. Then what? It was completely black inside, even though I had placed lights. After more tons of things, I checked the checkbox to make the ambient light pass through. Then it was lighted! Later, I realized that the lights inside the building STILL weren't taking effect, it was just the mission's ambient light. Also, at the same time, when I loaded the custom mission I made based off of Stronghold.mis, all of the shapes were completely black. Not the interiors, just the shapes.

Can anybody tell me how to fix this?

Also, is there any way to make sure the normals of a face you made yourself are facing a certain way in Milkshape?"

The black shapes were fixed by a quick restart.

Don't jump to say relight the scene. It still seems like the insides of the interiors are only being lit by the mission's ambient lighting, and the QuArK lights I placed are doing nothing. Relighing the scene changed nothing in that respect.

I posted this three days ago on the getting started forums, and still have got no helpful response. Does anybody know what's going on with my interiors?

#1
10/10/2005 (7:30 am)
As you already said, relighting the scene takes care of the black structures. I'm sure that you already saw that you can relight in the mission editor.

One reason could be that the fallof of your lights isn't high enough. So your light's dont touch any wall and are therefor not visible. I would check that...
#2
10/10/2005 (8:37 am)
Yeah, that was it. Thanks!

P.S. I set it to 100, 600. Overkill? ;)
#3
10/10/2005 (9:59 am)
Re: The normals question for milkshape..

There's a vertex order option, you build your face.. if it's not visible in the 3D window when viewing textured or black when viewing flat shaded.. you need to reverse the vertex order. Select the vertex, use the funciton and hey presto, your face is pointing the right direction.. Unless I've misunderstood your question ;-)

There's no option to do it automagically though.. AFAIK..