Game Development Community

Shape3ds and TLK

by iHugMedia · in Torque Game Engine · 04/04/2006 (4:50 am) · 7 replies

Is there anyway to add shadow/lighting support to the Shape3DS resource using TLK? I asked in the public forum, but nobody answered, so I tohguht I'd ask here.

#1
04/04/2006 (2:19 pm)
This should work .. at least it did last time i tried it (pre tse)
#2
04/04/2006 (3:51 pm)
I probably added the resource wrong, i'll try again.
EDIT: I can't find anything wrong, I even tried adding adding the TLK0-specific code from TSStatic to shape3ds. Any help would be appreciated highly.
#3
04/06/2006 (9:29 pm)
Anyone have any ideas?
#4
04/10/2006 (12:18 am)
*BUMP*
Seriously, It doesn't work. I just added it to a fresh build of both 1.4 and 1.3.5, and the shapes are never affected by either light or shadows. Can somebody please send me a picture or instructions on how to implement it properly, because I'm rear-admirally stumped.
#5
04/10/2006 (10:40 am)
That resource is not directly supported, but looking at it briefly I can see that the render method doesn't call installLights/uninstallLights. The code needs to do this to illuminate the object (see the ShapeBase render method for details).
#6
04/10/2006 (2:17 pm)
Thanks John, I'll try something with it tonight.

Edit: I tried adding the installlights/uninstalllights functions to the Render codeblock, but it comes up with compile errors. I thwen tried to add all of the TLK functions from TSStatic to shape3ds, well you know what happens, unresolved links and the such. I noticed the Installights/uninstallights functions are commented out in one of the TLK files, but when I uncomment them it comes up with many an error related to that.
#7
04/16/2006 (2:09 am)
*Bump*
Still having trouble. anyone have any ideas?