TLK and dif shadows from dts
by Ron Hasson · in Artist Corner · 02/01/2006 (11:47 pm) · 1 replies
I'm using TGE 1.4 with TLK.
2 questions:
When I cast shadows from a dts to a dif, the shadows seem very faint and blury, like a very low resolution shadow map.
I experimented using the ../shapes/lightingPack/pipesupport.dts as the object to cast shadow from.
Dif is an interior I created from 3DWStudio and exported using map2dif_plus.exe
The same pipesupport.dts cast a nice and dark shadow on the TLP's dif (../interiors/lightingPack/demo4.dif)
Both using the same TLK light blocks.
What am I missing? How do I get nice dark shadows cast from .dts to dif?
Secondly:
In the TLK modellersGuide.pds, it says:
TLK Entities
TLK adds a new entity type to map2dif called sgLightingScaleEntity, which is a brush entity
(similar to the portal entity, it's applied to a brush) that changes the brush's light mapping
scale (how large or small its light maps are) and can add self-illumination to the brush.
Changing the lighting scale per-brush can place as much or as little lighting detail right where
it's needed. For instance, to place a highly detailed brush right where a shadow falls, or a
very low detail brush where no lighting is visible.
Can someone explain how to setup this sgLightingScaleEntity? Is it an entity I place in 3DWS or any map editor apps?
Thanks
2 questions:
When I cast shadows from a dts to a dif, the shadows seem very faint and blury, like a very low resolution shadow map.
I experimented using the ../shapes/lightingPack/pipesupport.dts as the object to cast shadow from.
Dif is an interior I created from 3DWStudio and exported using map2dif_plus.exe
The same pipesupport.dts cast a nice and dark shadow on the TLP's dif (../interiors/lightingPack/demo4.dif)
Both using the same TLK light blocks.
What am I missing? How do I get nice dark shadows cast from .dts to dif?
Secondly:
In the TLK modellersGuide.pds, it says:
TLK Entities
TLK adds a new entity type to map2dif called sgLightingScaleEntity, which is a brush entity
(similar to the portal entity, it's applied to a brush) that changes the brush's light mapping
scale (how large or small its light maps are) and can add self-illumination to the brush.
Changing the lighting scale per-brush can place as much or as little lighting detail right where
it's needed. For instance, to place a highly detailed brush right where a shadow falls, or a
very low detail brush where no lighting is visible.
Can someone explain how to setup this sgLightingScaleEntity? Is it an entity I place in 3DWS or any map editor apps?
Thanks
Torque Owner Stefan Lundmark