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Quark interiors very grey in Torque

by Mark Francombe · in Artist Corner · 01/27/2006 (1:51 am) · 5 replies

Hi, can you clever guys help?

I have a room built in Quark, all lit how I like it using the Quark lights. Now when its imported into Torque, it looks OK untill I "relight scene". Then the Torque ambient light just wipes out all the nice subtle stuff I had achived in Quark.

INFACT: The whole model looks so grey in comparison to other objects in my Torque game.

What should I do...

1. Change some ambient light settings in Torque... if so WHERE???

2. Make my interior a Portal

3. or something else

so to recap .. Iwant my lighting to be retained from Quark. I thought it would work by just enclosing my area physically so it should get no light from the Torque sun... but it seems to...


Mark

#1
01/29/2006 (6:30 am)
Try making a portal in all windows, door, etc. That might help.
#2
01/30/2006 (12:40 am)
Thx Niko, I will try that, its a bit dificult in my specific model actually as Im making a part of the interior in Quark and duplicating it in Torque to actually build the structure I need.

Still, the problem still exists that the EXterior of my object looks grey. Its NOT specifically lit in Quark though, is that it? It seems to be a bit of a pain to light an object in one program, only to have Torques lighting change waht you have spent time on... Im happy to let Torque light the whole thing, however THATS when it turns out all grey...

Mark
#3
02/03/2006 (2:30 am)
One quick question about using portals...

I am using a negative poly cylinder in my walls to create porthole type windows... Does this "hole" need a portal object too? or is it "really" a solid???

If it does need a portal object... can I use one HUGE portal object that is kindo of "inside" my wall and therfore closing all portholes, or do I need one portal object PER hole... (thats gonna be a pain... I have a lot of portholes to fill...

thx
#4
02/03/2006 (3:42 am)
Welcome to the enigma that is Quark, Mark:) Quark is one of those tools that you have to spend time with to figure out what to do and not what to do.

Yes, all windows and doors need a portal. The idea is to create a 'light seal' that completely envelops your models open spaces. Make the portals thin so they fit inside the walls. You should be able to place one large extended portal inside each wall so that it covers all the door and window openings for that wall. Make sure you use a grid setting, I usually use grid 1 for greater detail. Upright corners can be made to either overlap (that is sit flush against each other) of can be mitered at a 45 degree angle. Walls should sit directly on top of the floor and the ceiling should sit down on top of the walls. Don't rotate your brushes as they will get skewed off the grid, this will create a light leak. And try not to rely on any of the 'make hollow' 'boolian' or 'arch-maker' functions. They create problems too. Just get in the habit of building everything from scratch.

These are typically gems of good advise that can be found elsewhere if you do a wordsearch for Quark. Hope this helps.
#5
02/03/2006 (4:46 am)
Thanks for that... Yep it sure is an enigma.. and terrifically buggy... my copy has gotten Sooooo slow, I have to wait for a viewport redraw everytime I click... phew... and the 3d window rendering sucks... however, the results look pretty good in the Torque engine, so Im perservering...

back to making Portals...