Quark BSP lights vs. TLK Static lights
by Rubes · in Torque Game Engine · 08/08/2006 (9:11 pm) · 3 replies
Quick question--
The modeler on my project has been doing our interiors in Quark using its standard BSP lights, but since we're using TLK I was thinking that we'd be better off using TLK Static lights instead.
The main advantages I can see are:
- can more easily make adjustments to the lights from within the game, with scene relighting
- TLK's static lights can provide DTS shadows, even for Shapebase-derived objects
- Ability to mess with DTS shadow settings to improve performance
- Ability to create different lighting effects with TLK settings
We're both still pretty new to TLK features, so I just wanted to make sure that I'm getting this right. Are most people using TLK static lights in place of standard BSP lights?
The modeler on my project has been doing our interiors in Quark using its standard BSP lights, but since we're using TLK I was thinking that we'd be better off using TLK Static lights instead.
The main advantages I can see are:
- can more easily make adjustments to the lights from within the game, with scene relighting
- TLK's static lights can provide DTS shadows, even for Shapebase-derived objects
- Ability to mess with DTS shadow settings to improve performance
- Ability to create different lighting effects with TLK settings
We're both still pretty new to TLK features, so I just wanted to make sure that I'm getting this right. Are most people using TLK static lights in place of standard BSP lights?
#2
Don't forget that in the Mission Editor under the menu Edit->World Editor Settings, you can change the object move scale, making it easier to accurately place objects.
08/09/2006 (9:02 am)
I try to balance the map and mission (TLK) lights, both have their uses. I generally add a lot of the interior's less important background lighting in using map lights, so they are baked in and don't increase the relight time or clutter up the mission. I'll then add my key and fill lights using mission lights, which I can quickly adjust and tweak within Torque.Don't forget that in the Mission Editor under the menu Edit->World Editor Settings, you can change the object move scale, making it easier to accurately place objects.
#3
08/09/2006 (11:09 am)
Thanks, guys, that's very helpful.
Torque Owner ChrisG
TLK is great for creating soft shadows and diffuse lighting can be created by using the double-sided ambient setting.