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Wierd shading on dif objects

by Greg Gardinier · in Torque Game Engine · 03/16/2007 (4:53 pm) · 2 replies

I created a large DIF object that I want to use as a blocked out section for an pretty expansive asphalt surface.

I couldn't make this one surface because DIF objects have a maximum set of dimension in TGE. However i wanted to have shadows burned into this surface so I couldn't use a DIF object.

So I created the DIF object and tiled it in torque. It tiles perfectly but when I move a set distance away from the "seams" some strange shading starts to appear on the surface of the objects that clearly highlights them as separate objects.

In the image bellow you can see this, as well as a closer shot in the lower right, that shows that when the camera gets closer to the surface this issue disappears.

Does anyone have idea what could be causing this?

www.cggart.com/temp/TILE_PROBLEM.jpg
Thanks

#1
03/16/2007 (6:56 pm)
I believe you are seeing an instance of crossing zones (each segment is a new zone). I have no idea what to do in this instance. For interiors, I use a combination of dynamic lights and static lightmaps to fake it.
#2
03/23/2007 (4:15 pm)
It could possibly be a problem with DIFs and fog. Our group ran into something similar during a GIAD, and found that the easiest solution is to ensure that the DIFs are not scaled in the mission editor. Instead scale them accordingly in your map builder.

Hopefully that solves the problem; however, if you haven't scaled them then it could be something else. Post back.