Mission lighting problem
by DINF CLL · in Artist Corner · 03/05/2007 (7:50 am) · 5 replies
Here I go with my first post... my english not to good but here I go any way..
I have create some interior for a little test game that I built. I have add a few shape ( 20 tables, 20 computers and a few other things etc..). Those shape are low polygon and do not take mutch FPS. My problem now, is that every time I add anew shape in my interior it's make my loading time very huge (4-5 minutes). In fact it is the Mission lightting phase at the load time that take all that time. I have try many thing like turning off the receiveSunLight and receiveLMLight property for my shape but the little progress bar at load time his still very slow...:(...
I have build my interrior with Quark , and I put some light at the roof of my interior to. First I tought that it was those lights that make my progress bar run like a turtle at load time... so I delete those light and... and... the progress bar turtle still laughting at me... well I like turtle any way.. but this problem really slowing the development time of my game...
Any help with that problem wil be appreciate... thank's
I have create some interior for a little test game that I built. I have add a few shape ( 20 tables, 20 computers and a few other things etc..). Those shape are low polygon and do not take mutch FPS. My problem now, is that every time I add anew shape in my interior it's make my loading time very huge (4-5 minutes). In fact it is the Mission lightting phase at the load time that take all that time. I have try many thing like turning off the receiveSunLight and receiveLMLight property for my shape but the little progress bar at load time his still very slow...:(...
I have build my interrior with Quark , and I put some light at the roof of my interior to. First I tought that it was those lights that make my progress bar run like a turtle at load time... so I delete those light and... and... the progress bar turtle still laughting at me... well I like turtle any way.. but this problem really slowing the development time of my game...
Any help with that problem wil be appreciate... thank's
About the author
#2
The long mission lighting is, for the most part, a fact of life. Luckily, though, it only needs to happen once for every change in the mission. You can use the Light Editor to change the quality of lighting, so it doesn't take as long.
03/06/2007 (7:20 pm)
Like Chris G said, it would be best to have those computers and tables DTS objects, if they are not already. Or if you cannot create DTSs, you can make the computer and tables separate DIFs then place them together in the mission editor.The long mission lighting is, for the most part, a fact of life. Luckily, though, it only needs to happen once for every change in the mission. You can use the Light Editor to change the quality of lighting, so it doesn't take as long.
#3
All my objects are in fact DTS objects that I include with Torque mission editor. But you give me a good advise, because just by changing the setting of the Light Editor improve a lot the mission lighting time...
Thank's a lot Ross Kabus and ChrisG for your help.
03/07/2007 (12:32 pm)
OK I see...All my objects are in fact DTS objects that I include with Torque mission editor. But you give me a good advise, because just by changing the setting of the Light Editor improve a lot the mission lighting time...
Thank's a lot Ross Kabus and ChrisG for your help.
#4
When it doubles itself, it is rendering two of everything. Not good. That means twice the load time, twice the light time, twice the frustration. Hope this helped :-)
05/17/2007 (7:41 pm)
Check the .mis file. Long loads happen sometimes when the mission file doubles itself. Go to the middle of the file. If you see // OBJECT WRITE END there, then highlight and delete everything from there down. I do not know why this happened. I almost abandoned the project I've been working on before I found out what was wrong.When it doubles itself, it is rendering two of everything. Not good. That means twice the load time, twice the light time, twice the frustration. Hope this helped :-)
#5
I check my mission file but it was not the case. No duplication. I think that my mission contanit to mutch DTS object. But it can be a problem with quark to. In fact Quark give me some problem with raybeam. I try to use ray to check for other player in my bots IA, but ray seam to go trought walls (that have was made with Quark) and my biots see player that are not in the same room.. But this is another problem...
Thank's for the advice. I will keep a eyes on my .mis file..:)
05/18/2007 (8:30 am)
Thank's Bryce..I check my mission file but it was not the case. No duplication. I think that my mission contanit to mutch DTS object. But it can be a problem with quark to. In fact Quark give me some problem with raybeam. I try to use ray to check for other player in my bots IA, but ray seam to go trought walls (that have was made with Quark) and my biots see player that are not in the same room.. But this is another problem...
Thank's for the advice. I will keep a eyes on my .mis file..:)
Torque Owner ChrisG
I've come across the same load time problem - plus the issue of having too many long thing dif surfaces in close proximity causing Torque to crash. Evenone has advised me to start using DTS.