DTS (Static Mesh) Shadows
by Jeff Huff · in Constructor · 04/17/2007 (9:32 am) · 6 replies
If I understand everything that I have read correctly, I should be able to place a DTS object into Constructor and preview the lighting caused by either sunlight or placed Torque Lights (I'm using a Light_Spot object). In my example I have the Cube DTS from the scenes folder setting on top of a Brush and a light focused on the Cube. The light illuminates the brush but not the DTS and does not generate any shadows. What am I missing here?
Thanks,
Jeff
Thanks,
Jeff
#2
04/17/2007 (11:14 am)
Static Mesh
#3
Just to make sure...you are looking for the shadow in "Mapped" mode, correct?
04/17/2007 (3:25 pm)
Try reducing your "light_geometry_scale" (Scene->Manage Entities->worldspawn) to something like 8.0 or 2.0. Sometimes the lightmap resolution will be too low to generate a shadow dark enough for you to really see that it is there.Just to make sure...you are looking for the shadow in "Mapped" mode, correct?
#4
A good way to test the shadows/light scale is to create a similarly size brush next to the object to see if the brush casts shadows.
04/17/2007 (4:03 pm)
Also make sure the brush isn't overly large - Constructor automatically reduces the lighting scale on surfaces that won't fit into the maximum light map size (to avoid the dreaded map2dif light map errors :).A good way to test the shadows/light scale is to create a similarly size brush next to the object to see if the brush casts shadows.
#5
Thanks for the replies!
I have gotten Constructor to preview the lighting but I'm having trouble understanding the work flow of lighting within the program. I see when I go to put in a light that I have the choice of "Game" that I put it into whcih directly affects the types of lights that I choose, but does that mean that Constructor has its own light types and that its lights don't transfer to Torque?
Thanks again,
Jeff
04/18/2007 (11:32 am)
Guys, Thanks for the replies!
I have gotten Constructor to preview the lighting but I'm having trouble understanding the work flow of lighting within the program. I see when I go to put in a light that I have the choice of "Game" that I put it into whcih directly affects the types of lights that I choose, but does that mean that Constructor has its own light types and that its lights don't transfer to Torque?
Thanks again,
Jeff
#6
If you're going to use any of the map2dif programs then you'll need to stick with the Torque entities. In fact you may remove any reference to the Constructor entities if you use the Scene->Manage Game Types... menu item and delete Constructor from its list.
If you're using any of the Export to DIF functions then you may use the Constructor entities. These usually offer more options than the Torque ones and work in Torque units (meters) rather than map units.
Down the road there may be other game types to provide access to a game's entities, such as Half Life, etc. There's nothing stopping someone from doing that now actually. Just a little data entry. :o)
- LightWave Dave
04/18/2007 (12:06 pm)
Greetings!If you're going to use any of the map2dif programs then you'll need to stick with the Torque entities. In fact you may remove any reference to the Constructor entities if you use the Scene->Manage Game Types... menu item and delete Constructor from its list.
If you're using any of the Export to DIF functions then you may use the Constructor entities. These usually offer more options than the Torque ones and work in Torque units (meters) rather than map units.
Down the road there may be other game types to provide access to a game's entities, such as Half Life, etc. There's nothing stopping someone from doing that now actually. Just a little data entry. :o)
- LightWave Dave
Associate Matt Fairfax
PopCap