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Dynamic Lights Not Working?

by J.C. Smith · in Torque Game Engine Advanced · 09/07/2006 (3:47 am) · 8 replies

I did as a test was to turn on projectile lights and such for crossbow as a test, copying that info from the TGE starter.fps. The lights do not show up on terrain however. Dynamic lights not yet working?

#1
09/07/2006 (4:56 am)
Are you using Atlas or the legacy terrain? (see the TSE Lighting System Q&A thread for Atlas lighting details)
#2
09/07/2006 (5:20 am)
Atlas terrain. I ported over our light types from the TGE TLK build (by just renaming them to the new name) and they all work. But dynamic weapon lighting isn't working for me.
#3
09/07/2006 (5:45 am)
Yup - looks like the code is commented out.
#4
09/07/2006 (5:53 am)
Try this:

In shapeImage.cc line 648 uncomment the ShapeBaseImageData::registerImageLights code block and change the last line in the method to:

lightManager->sgRegisterGlobalLight(&mLight);

Then in shapeBase.h line 276 uncomment the LightInfo object.


Let me know if that works correctly with your setup and I'll commit it to the 1.0 branch.
#5
09/07/2006 (6:00 am)
Projectiles, explosions, and items have similar problems and can be fixed in the same way. Again I'll commit these to 1.0.

Thanks for pointing this out.
#6
09/08/2006 (7:29 pm)
Along these same lines, the Q&A mentions Shadows on Atlas2 terrain even with the clipmap changes from Interiors. I am not seeing any shadows projects from my Interiors from Static lights, per the Q&A...

This related to all of this?
#7
09/08/2006 (10:30 pm)
It mentions dynamic DTS shadows on Atlas, any other internal shadows and lighting are not implemented yet. Atlas currently uses the light map provided when importing the terrain data.
#8
09/09/2006 (10:46 am)
Ahhh.. Okay, I will have to check the DTS shadowing! thank you