Game Development Community

DIF's for an outdoor arena

by Bullitt Sesariza · in Torque Game Engine · 12/04/2007 (11:31 pm) · 9 replies

Hi, continuing from my post here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=69317

I've made and outdoor arena as a DIF. Now there're a few more problems:

1. Now the shadows from static shapes are visible, but still the player's shadow doesn't appear. Why is that? How can I fix that?
2. The DIF's lighting is too bright. Why does it happen? BTW, if I toggled the useGLLighting to true, the lighting received by the DIF is the right one, but it can't display any shadow from the object above it (just like the issue before when I used DTS as the arena).

Can anybody please help me? Thanks alot in advance.

#1
12/05/2007 (7:06 pm)
Anybody? Well, I'll elaborate more on this to make it clearer.

Although I'm using a DIF, it's not for an indoor area, but for outdoor. This way, I could multi texture the ground / floor of the arena where the player stand and also shape the arena but still maintain the outdoor view. I've tried it earlier with a DTS but the shadows from the player and TSSTatic objects didn't appear. Now, using a DIF, it can show the TSStatic's shadow but not the player's. And also the arena becomes brighter than before.

Please, anybody?
#2
12/05/2007 (7:20 pm)
For objects as large as Staduims always use DIFs here are 3 examples, i have a few more as well but you shouldnt need any extra or less lighting. Maybe try a different color?and as far as the floor of the arena, you have 2 options, ahuge dif floor, or a DTS floor. just becareful of a your LOD as some large structures may disappear on you at distance.
i144.photobucket.com/albums/r183/racs333/st2.jpgi144.photobucket.com/albums/r183/racs333/FvsSorbital.jpgi144.photobucket.com/albums/r183/racs333/arena3.jpg
#3
12/10/2007 (7:27 am)
Okay, after I play with the DIF's collision, it started to look better. But still there's some lighting issue that appear. Thisi is the screenshot:
img253.imageshack.us/img253/7133/screen1zl7.jpg
The issues are:
1. If you can see here, at the second pavement's edge, the light was too bright not like the other.
2. For the roads, shadows only appear on the second one, but not the first and third.

What made me confused is the collisions's height is the same. The pavements's heights are the same between the 1st/2nd/3rd/4th. The same goes with the roads, the 1st/2nd/3rd roads are of the same height. Or, I assume it is the same because Torque Constructor doesn't tell me the exact coordinate of each collision polygon. Why is this happening?
#4
12/11/2007 (6:04 am)
Hmm, yah unfortunatly the sun lighting is and can be a huge pain, when dealing with large structures. you can try using a different color or texture to try toabsorbsome of that light. sometimes a reexport and some adjustment of position clears it up. But, if i understand your picture right .. your making TGE frogger? As for why it happens, its just the way the light is done, its not as good as say TGEa in terms of accurate lighting controls.
#5
12/12/2007 (12:07 am)
Yes, I'm trying to make a 3D frogger. I've tried setting the sun's parameter like ambient, azimuth, declination, etc. But it still can't fix that lighting problem. Okay, I think for the edge of the pavements I can mtry to change its texture to make it less "shiny". But what about the shadows? As of now the shadows only appear in pavements and the second road. The first and third road doesn't give any shadow. How can I fix this?
#6
12/12/2007 (8:09 am)
Have you tried cutting up the road pieces into smaller brushes? Often map2DIF doesn't define the lightmaps as well as an artist can. It might designate a whole large brush as meant to be bright, when in fact only a part is bright and the rest shouldn't (if that makes sense).
#7
12/14/2007 (1:16 am)
I've tried that but it didn't work. In fact those in the screenshot is using separate collision brushes. The funny thing is some of them worked but some of them didn't.
#8
12/14/2007 (3:58 am)
You don't need to make seperate collision brushes for a dif. the dif format (if I'm correct) uses the bounding box. Just make your objects in smaller chunks.
#9
12/14/2007 (7:16 am)
Structural brushes automatically have collision. It's not a bounding box. That's DTS's.