Game Development Community

Radiosity/Global illumination?

by Tobias Niva · in Torque Game Engine Advanced · 11/20/2007 (1:42 am) · 2 replies

Hi.

Just wondering...

Is there anyone who tried to make the lightning in TGEA to use "radiosity" or global illumination?
Is this a huge "project" to take on or what is your thoughts?
Would it involve a total "re-write" of the lightning system (TLK included in TGEA)?

At the moment I'm looking at baking lightmapped textures from 3DS Max, but realize that it soon becomes a huge work....and giant textures - hence it would be great to get the sun and lights added in the mission editor to use some sort of "light bouncing" when lightning a mission. It would greatly improve the look and feel for the environment...

I stumbled upon a (dead) link to something that was a step in the "right" direction, and it was TGErad - that used some kind of radiosity when making the lightmaps for interiors.

Any comments on this?
I'm a graphics designer, so please bare with me - maybe this is a stupid question/thought in some of your eyes. But I just wondered...

/Toby

#1
11/20/2007 (2:23 am)
If you have a team just for engine development with an experienced shader programmer it can be done.
If you are on your own or the like: No chance, sorry.

Lightmapping isn't radiosity (TGEA does not support it) and GI (unless you meant in the lightmap generation outside torque) isn't a simple thing to add as well if you want to boost TGEA lightmapping to that ... I am not even sure if it is capable of that. I use Gile[s] if I want GI lightmapping etc.
#2
11/20/2007 (4:26 am)
Hi Marc. First off - thanx for a fast reply.

Hmm. Ok...not sure if I'm with you all the way here;

Ok...radiosity/GI isn't supported in TGEA, but the lightmaps generated - in Constructor for example - is in a way "baked" into the textures...right?
So what I want here is a way to calculate the lightning in a more realistic manner, when compiled to *.dif...

I have a programmer that helps me with various changes to the engine, and he's quite experienced...so I guess I'll have to challange him with looking at the source code for map2dif...or?

I checked Giles at their site...and it seems like a nifty little program.
How do you use it with TGEA? (I searched the Giles forum, and it seems like it's not that easy to use Giles lightmaps and transfer them all the way to *.dif)...

Regards
Toby